139,055 Commits over 4,474 Days - 1.30cph!

12 Days Ago
triangle ladder hatch icon
12 Days Ago
static small generator prefab, for around back of the gas station
12 Days Ago
Finalized powerplant base lighting.
12 Days Ago
added maintainables to scene + S2P
12 Days Ago
fixed up gas station car lift added placeholder sound events smoothed out movement of lift on clients dont show "edit car" unless there's a car on it reworked prefabs after changes, with accurate placements in scene
12 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
12 Days Ago
Fix shader error in Core/Skin
12 Days Ago
halving quantized max value for stored data, big quality improvement
12 Days Ago
game_room_dlc -> main
12 Days Ago
Fix double navmesh on tropical island 1
12 Days Ago
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions - added unit tests These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release Tests: ran unit tests
12 Days Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
12 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
12 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
12 Days Ago
Fix dodgy prevent building area
12 Days Ago
Cant place pool table in terrain anymore, has to be on a construction
12 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
12 Days Ago
Add an RRP quality level to prevent shader variant stripping
12 Days Ago
Add decay to the pooltable
12 Days Ago
Destroy pool table when ground is missing
12 Days Ago
softened temp hitguide materials
12 Days Ago
Fix broken top collider
12 Days Ago
Remove old pooltable models (will prevent read/write nre)
12 Days Ago
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
12 Days Ago
Update animations to fix up some timing issues and functionality
12 Days Ago
merge from healthbars_fill
12 Days Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
12 Days Ago
Updating flare rig
12 Days Ago
square hatch icon
12 Days Ago
update from main
12 Days Ago
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
12 Days Ago
merge from ores_block_safezones
12 Days Ago
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
12 Days Ago
Block ore nodes and woodpiles from spawning in safe zones
12 Days Ago
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places
12 Days Ago
Merge from main
12 Days Ago
Rock Sculpture - shader updates and fixes
13 Days Ago
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
13 Days Ago
changed some blockers to be of the smaller barricade size now that it's available to place
13 Days Ago
refactored save/load commands to be serverside operations
13 Days Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
13 Days Ago
merge from main
13 Days Ago
merge from skinviewer_smallbackpack
13 Days Ago
Added small backpack to the skin viewer
13 Days Ago
Setting up entity for weapon refresh m92
13 Days Ago
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further
13 Days Ago
re-order autosave tick to avoid touching native data while a job is using it
13 Days Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
13 Days Ago
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped
13 Days Ago
merge from gameui_navigation_fixes