147,305 Commits over 4,444 Days - 1.38cph!

Just Now
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
Just Now
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
6 Minutes Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
13 Minutes Ago
Subtracted 154204
16 Minutes Ago
Merge from satellite_crash
16 Minutes Ago
Compile fix
20 Minutes Ago
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
23 Minutes Ago
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
24 Minutes Ago
Merge from main
24 Minutes Ago
Merge from satellite_crash
25 Minutes Ago
▄▇ ▆▉▄▊▉ ▍▉▉▉ ▍▇▅█
25 Minutes Ago
Add control computer to launch site.
28 Minutes Ago
monument blocker - vent - updated manifest
31 Minutes Ago
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
31 Minutes Ago
Add control computer static variant. Immortal, no monument info, no pickup, etc.
36 Minutes Ago
Fix compile error
45 Minutes Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
48 Minutes Ago
apartment_complex_core prefab refactoring, organising set dressing groups per floor simplified some props prefabs to reduce amount of transforms
51 Minutes Ago
Merge from satellite_crash
52 Minutes Ago
Merge from main
52 Minutes Ago
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
54 Minutes Ago
Optim: use cached swimming results instead of new water queries when refreshing player's collider Tiny savings(~1 micro per player), but every bit helps Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
55 Minutes Ago
Make the 4x multiplier a convar. Codegen.
1 Hour Ago
monument blocker vent - setup entity, updated manifest
1 Hour Ago
Increase the size of the billboard 4x over phase1. Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.
1 Hour Ago
snapping_fixes -> main
1 Hour Ago
Fix issues with vertical barrel snapping
1 Hour Ago
Clean: refactor ConnectedPlayersUpdate into batched blocks Makes it easier to see at a glance where our time is spent in profiling snapshots Tests: ran around on craggy
1 Hour Ago
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
1 Hour Ago
▋ ▍▍▆█▉ ▄▇▋▅ ▋██▌▅▅▇▊▍▅▅▌▄▉▅▍▋▌▊▅▋▉█▄▉▊
1 Hour Ago
▊ ▇▉▌ ▉ ▋▅▇██ ▇▍▅▋▋▌▉█▌ ▇▌ ▇▋▌▍▊▍▊▅▉▄▄▊▄▌▉ ▉▊▍▍▆ ██▊▆ █▆▄▊▇▄▊ ▆▄▉▆▊▋▍▍▌▉▆ ▍▇▆▆ ▅▍ ▅▇▌ █▍▅▇ ▌▄▉██▍ ▍▋▉█▋▉█▉ ▍▋▋▄▅ ▋▆▉▆▍▆ ▅▄█▍▅ ▅▇▌▆▇▉▅▉█▌▉ ██▍█▋ ▊█▆▊▅█ ▌█▅▇▌▊▆▆▍▉ ▋█ ▆█▋▆▅▇▉▅ ▉▆▅▋▅▆▉ ██▉ ▅▇▍▊▉▇ ▅▄▋▉▇▆ ▍▍▋▄▊▄
2 Hours Ago
Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance. Remove lods from FX. Delete old satellite billboard prefab. (now contained in satellite itself)
2 Hours Ago
Merge from BDU_set_and_bowless_phys_impact_fix
2 Hours Ago
Remove some lods from satellite for now
2 Hours Ago
phys impacts sound fix
2 Hours Ago
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
2 Hours Ago
merge from inventory_playerquality
2 Hours Ago
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update Added it to the options menu, tied to the graphics presets too
3 Hours Ago
Add satellite.descent_angle to control entry angle. Push satellite origin further out x,z so it moves through the sky more horizontally.
4 Hours Ago
Added .gitattributes file for RRP repo
4 Hours Ago
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
4 Hours Ago
Metas from main
4 Hours Ago
Converted debug pass line endings from CRLF to LF
4 Hours Ago
merge from attachment_charms
4 Hours Ago
Select attachment -> Select accessory
4 Hours Ago
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
4 Hours Ago
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
4 Hours Ago
Fixed path warning when opening the charms picker
4 Hours Ago
Fixed charms picker background dismisser not closing the dialog
4 Hours Ago
Fix 4 pool leaks that got flagged