145,536 Commits over 4,413 Days - 1.37cph!

44 Minutes Ago
Add instancing setup calls to forward passes in Rust/Standard
1 Hour Ago
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
1 Hour Ago
merge from main 152363
2 Hours Ago
killing more shadow casters, disabled shadow casting on a dozen of pointlights
2 Hours Ago
Merge from unity_6.3.15
2 Hours Ago
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
2 Hours Ago
Meta files
2 Hours Ago
Improved placement of industrial torch on weapon racks
2 Hours Ago
Merge from main
2 Hours Ago
apartment shadow casters and proxy optimizations
3 Hours Ago
added presets for cinematic textures
3 Hours Ago
Industrial Storage - removed duplicate gibs file
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
demo_scrubbing_optimizations -> main
Yesterday
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
Yesterday
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
Yesterday
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
Yesterday
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
Yesterday
Add `printrails` command to print all the railroad meshes currently active
Yesterday
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
Yesterday
Fixed DDraw text spacing being affected by the predefined GUISkin font size (15 -> 5) https://files.facepunch.com/raul/1b2311b1/ddraw_text_spacing.png
Yesterday
Fixed DDraw text color grey tint https://files.facepunch.com/raul/1b2311b1/tint_fix.png
2 Days Ago
Fix broken collision + material on an excavator light S2P excav
2 Days Ago
PressButton merge, compile fix
2 Days Ago
merge from main
2 Days Ago
merge from main -> optimize_train_track_meshes
2 Days Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
2 Days Ago
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
2 Days Ago
merge from main
2 Days Ago
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
3 Days Ago
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
3 Days Ago
Industrial Torch - Updated textures (still wip lads)
3 Days Ago
merge from deformhair_enum_cleanup
3 Days Ago
updated hair sets
3 Days Ago
Updated deformhair value for all head wearables
3 Days Ago
don't treat wearable.deformhair as a bit flag
3 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
3 Days Ago
Can only ADS item allowing ADS
3 Days Ago
integrate animation subsystem with 3p animator controller and dartboard
3 Days Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
3 Days Ago
Added mask conditional meshes to hair sets
3 Days Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
3 Days Ago
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3 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
3 Days Ago
merge from main -> apartment_complex_monument
3 Days Ago
Glass AR - lowpoly model update, material tweaks
3 Days Ago
Attack anims only for melee items
3 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
3 Days Ago
NRE fixes when using viewmodels in the skin viewer