138,161 Commits over 4,474 Days - 1.29cph!

10 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
10 Days Ago
Codegen
10 Days Ago
Fix raid window convars not persisting after restart
10 Days Ago
Try doing it in post load
10 Days Ago
Added materials for the Rubble on Barrels monument blockers
10 Days Ago
merge from cui_fadeout_fix
10 Days Ago
Possible fix for CUI fadeout not working
10 Days Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
10 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
10 Days Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
10 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
10 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
10 Days Ago
Flare rig assigned materials update
10 Days Ago
Updating flare mesh
10 Days Ago
merge from main
10 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
10 Days Ago
merge from main
10 Days Ago
Flare refresh animation 1st pass and set up for review
10 Days Ago
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
10 Days Ago
Entity setup for stacked desks blocker
10 Days Ago
stacked desk entity backup (no mani update yet)
10 Days Ago
Stacked tables WIP (reverted entity due to bug, will remake)
10 Days Ago
merge form hatchet_fixes
10 Days Ago
merge from barrel_deploy_fit_shelves
10 Days Ago
merge from Lootpanel_Upkeeptext
10 Days Ago
merge from softcore_changelog
10 Days Ago
merge from masterkey_ownership_fix
10 Days Ago
merge from spraycan_reskin_refactor
10 Days Ago
merge from shops_vis_number
10 Days Ago
merge from demo_compat_bricking_fix
10 Days Ago
merge from pickup_monument_fix
11 Days Ago
Adding g skin ak anims
11 Days Ago
merge from main
11 Days Ago
satellite control room, some polish to set dressing
11 Days Ago
satellite crates updates
11 Days Ago
merge from apartment_disconnect_teleport_fix
11 Days Ago
merge from rentableshop_item_move_fix
11 Days Ago
merge from rust_relay_server
11 Days Ago
merge from master_key_despawn_time_increase
11 Days Ago
merge from charms_ownership_fix
11 Days Ago
merge from apartment_door_teammate_fix_2
11 Days Ago
merge from sleeper_safezone_turret_fix
11 Days Ago
merge from apartment_estimatedvalue_fix
11 Days Ago
Added the twitch drops render scene to the "Scenes" unity menu
11 Days Ago
Deleted an old, broken prefab in scene
11 Days Ago
Position tweak
11 Days Ago
Merge from main
11 Days Ago
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
11 Days Ago
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments) Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
11 Days Ago
Unsaved mask