135,126 Commits over 4,293 Days - 1.31cph!

4 Minutes Ago
adding more gesture anims for v4 update
19 Minutes Ago
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
20 Minutes Ago
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
42 Minutes Ago
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
51 Minutes Ago
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
1 Hour Ago
meds box art
1 Hour Ago
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
1 Hour Ago
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
1 Hour Ago
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
1 Hour Ago
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
1 Hour Ago
merge from main, shader fix
2 Hours Ago
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
2 Hours Ago
adding v4 rps gesture anims to source
2 Hours Ago
merge from main
3 Hours Ago
Updated model and textures for stone component box
3 Hours Ago
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
3 Hours Ago
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
3 Hours Ago
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
4 Hours Ago
fixed crickets ambience list to work with specific times
4 Hours Ago
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server - clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected Tests: ran unit tests, 23/226 fails, old logic started to fail as well
4 Hours Ago
Picture frames - fixed shutter materials for scrap frames
5 Hours Ago
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection) Tests: ran unit tests, this fails 11/226 cases, all on new logic side
5 Hours Ago
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32) All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests Tests: ran unit tests
Today
merge from SKS_worldlodsupdate (140946)
Today
Debug drawing
Today
wood box prefabs updated
Today
wood box corpse
Today
wood box lods and gibs
Today
Merge from naval_update
Today
merge from main
Today
Added initial shadow presets
Today
Merge from naval_update
Today
Advanced on-screen profiling using FrameTimingManager (WIP)
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
Today
add underwater fog blending for tropical shores in deep sea
Today
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Today
Merge from main
Today
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Today
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
Today
merge from main
Today
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Today
merge from main
Today
set up steam item for artist pack, linked to all items, set up sprays
Today
Picture frames - reverted light up frames to correct material
Today
scrapframe shutter mat tweaks, deleted unused textures
Today
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
Today
Merge from main