195,810 Commits over 4,110 Days - 1.99cph!

Yesterday
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
Yesterday
Ensured Demo message types is up to date with our current network list Thanks Daniel!
Yesterday
main -> syncvar_demo_fix
Yesterday
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
Yesterday
updated collision and prefabs of arrowbucket c and small bullet container b
Yesterday
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
Yesterday
Compass skinning update and reasign bones in .viewmodel
Yesterday
small bullet container B variant
Yesterday
updated orientations of matresses added collision for each.
Yesterday
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
Yesterday
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
Yesterday
missed settings
Yesterday
Strip source generator depdencies from build
Yesterday
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
Yesterday
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
Yesterday
Refactored takeovers to be overridable by item grids Takeovers custom inspector
Yesterday
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
Yesterday
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
Yesterday
merge from patrol_heli_rideheight_increase
Yesterday
merge from patrolheli_watercrash_fix
Yesterday
merge from jungle_building_floor_fix
Yesterday
merge from spoiled_produce_fixes
Yesterday
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Yesterday
merge from fridge_pickup_fix
Yesterday
merge from parallel_validatemove.
Yesterday
merge from horsepopulation_primitive_fix
Yesterday
Restore horse popuplation convar on primitive gamemode
Yesterday
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
Yesterday
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
Yesterday
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
Yesterday
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
Yesterday
Fixed shader errors about missing implementations of vertInstancingSetup
Yesterday
merge from naval update
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
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Yesterday
merge from roof_beams
Yesterday
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Yesterday
merge from wallpaper_frontier_floor_fix
Yesterday
merge from jungle_update_improvements
Yesterday
merge from bicycle_fuelstorage_fix
Yesterday
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Yesterday
merge from sapling_billboard_fix
Yesterday
merge from wallpaper_fixes
Yesterday
Turn off vine network position invoke when they are idle, removes 40% of network position ticks
Yesterday
Experimenting with disabling syncPosition on vines that aren't in use