134,793 Commits over 4,293 Days - 1.31cph!

Today
updated materials with spec removed bakelod textures again removed metallic again
Today
last change didn't agree with material change - fixed missing spec textures
Today
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
Today
vineswing anims exported/added to player aniamtion controller for player rig v4
Today
merge from main
Today
merge from main
Today
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
Today
Removed test cubes from CraggyIsland
Today
ghostships - fixed some zfighting with wood planks
Today
merge from main
Today
merge from naval_update
Today
merge from lifestory_snake_fix
Today
Merge from standard_shader_decal_layers
Today
Merge from main
Today
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
Today
Make low res heightmap size dynamic to handle different terrain sizes
Today
Merge from main
Today
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Today
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Yesterday
Merge from main (conflict on PlayerModel.cs, auto resolved)
Yesterday
Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)
Yesterday
Changed console command from printstring to fillInventory. Can now enter a category name to fill your inventory with items from that specific category. If you want random items type random instead of of a category name. I'll be refactoring this code to make this more performative and scale better.
3 Days Ago
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
3 Days Ago
RRP water rendering progress
3 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
3 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
3 Days Ago
paintable fixes (???) to paintable reactive target
3 Days Ago
metal box prefab setup, lods, gibs. manifest
3 Days Ago
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
3 Days Ago
Fixed a typp in UGC uploader (+ some translations) Added texture name to ShaderAPIDX8::CreateD3DTexture warning Merge some func_tracktrain changes from P2/CSGO * Allow Roll spawnflag * hack to avoid gimble lock * SF_CORNER_TELEPORT interpolation change * Dead end path change * Added missing spawnflag (4), updated description of "HL1 train" spawnflag Lets try turning "gamemode is nil" crashes into Lua errors * Seems to not crash on its own, and is slightly better/debuggable user experience Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings * It's 1x1 DXT5 textures in my experience, so we test for that
3 Days Ago
Fixed puddle splat issue.
3 Days Ago
Fixed autospawn issues on island 1.
3 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
3 Days Ago
Flicker fix for ruins.
3 Days Ago
Optimized LOD3 tools box further
3 Days Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
3 Days Ago
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
3 Days Ago
merge from main
3 Days Ago
temp fix to reactive target, set up like frame so paintable works
3 Days Ago
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
3 Days Ago
Added another deploy volume to block small ramp being deployable through walls and stairs
3 Days Ago
prefab tweaks
3 Days Ago
PaintballOveralls Icon
3 Days Ago
Paintball Overalls viewmodel clothing
3 Days Ago
Fix skip domain reload
3 Days Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
3 Days Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
3 Days Ago
Optim: ItemContainer.OnCycle now uses cached list of items with a callback - added a perf test of 300 containers with ~10% items with OnCycle callback Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later. Tests: ran unit test
3 Days Ago
boatai_targeting_bugs -> main
3 Days Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world