129,088 Commits over 4,201 Days - 1.28cph!

10 Days Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
10 Days Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
10 Days Ago
Added Spike trap model component
10 Days Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
10 Days Ago
merge from naval_update
11 Days Ago
Adding 50 cal rigs
11 Days Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
11 Days Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
11 Days Ago
merge from boatspawner_nudge_fix
11 Days Ago
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11 Days Ago
merge from iceberg_icesheet_barricade_fix
11 Days Ago
Fix typo in CommandBuffer.EndSample() name
11 Days Ago
floating_city_casino signs prefabs layers, missing mesh cull
11 Days Ago
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
11 Days Ago
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
11 Days Ago
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
11 Days Ago
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing) Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing Seems to save about 0.6ms/frame in an isolated bandit town
11 Days Ago
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
11 Days Ago
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
11 Days Ago
Subtract 133193 (cinematic_play_fallback)
11 Days Ago
Merge from naval_update/floating_cities
11 Days Ago
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless S2P floating city 1+2+3
11 Days Ago
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11 Days Ago
pt_boat_gameplay_pass -> naval_update
11 Days Ago
Compile fixes
11 Days Ago
naval_update -> pt_boat_gameplay_pass
11 Days Ago
Add client prediction to ServersideMountedWeapon aiming This means players can now move the turret around indepdently of the server Do reconcilliation on server receive state (if out of date enough) This is now just a checkbox on any ServersideMountedWeapon. Still requires some further improvements, but will work for now Also added seat caching to Mounted Weapons
11 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
Merge from naval_update
11 Days Ago
ocean tropical shore stuff
11 Days Ago
Tropical palm LODs slightly extended because the islands are small and we can afford it. Nudged trumpet tree canopy alpha clip a small fraction denser.
11 Days Ago
merge from painting_colourpicker
11 Days Ago
Final'ish.
11 Days Ago
Undergrowth material tweaks.
11 Days Ago
Tropical variant of Strangler
11 Days Ago
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
11 Days Ago
Profile the shit out of everything
11 Days Ago
merge from optimize_auth_list -> main
11 Days Ago
Make a warning editor only to avoid tanking fps
11 Days Ago
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11 Days Ago
Merge from parent
11 Days Ago
merge from optimize_findbyid -> main
11 Days Ago