141,247 Commits over 4,383 Days - 1.34cph!

9 Months Ago
Remove 'exact' corner snapping for the sleeping bag - works way better
9 Months Ago
Greatly improved corner snapping when trying to put 4 boxes in a 4 by 4
9 Months Ago
abyss storage container deploy and interaction sounds
10 Months Ago
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
merge from QA_Island
10 Months Ago
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10 Months Ago
Add QA Island to scene loader
10 Months Ago
merge from party_system -> main
10 Months Ago
Fix joinKey not being reset when team enters pool
10 Months Ago
Update build settings
10 Months Ago
merge from party_system -> main
10 Months Ago
subtract 124432 - restore CraggyIsland
10 Months Ago
Cherrypick 123243 which was commited on wrong branch (fix reconnecting to same server as party leader not prompting other users to connect)
10 Months Ago
Mitigated the over-bright arid atmosphere haze in certain lighting conditions.
10 Months Ago
merge from party_system -> main
10 Months Ago
Fix party invites that arrived before the main menu was fully setup not being shown
10 Months Ago
fix editor error
10 Months Ago
Merge from fix_eager_cctor
10 Months Ago
fix merge to main
10 Months Ago
merge from party_system -> main
10 Months Ago
Merge: from autoturret_optim - switch timing variables from float to double Tests: editor builds C+S + confirmed deployed turret scans & detects, shoots, reacts to flank shots
10 Months Ago
Update: AutoTurret.nextShotTime -> double Tests: editor builds C+S
10 Months Ago
Update rich presense for party members at the same time the rich presense is updated for a friend
10 Months Ago
Update: AutoTurret.nextIdleAimTime -> double Tests: editor builds C+S
10 Months Ago
Clean: delete AutoTurret.lastShotTime Was never set, and the code that depended on it had to do extra calcs, only to discard results. Tests: editor builds C+S
10 Months Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
10 Months Ago
Fix rich presence not updating for friends inside your party
10 Months Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
10 Months Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
10 Months Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
10 Months Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon
10 Months Ago
Steam inventory fixes, modal buttons are wired correctly
10 Months Ago
Merge: from main
10 Months Ago
- slight blur on fog voxel texture to smooth out aliasing, works especially well on godrays - fog tweaks when going underground
10 Months Ago
fix server build
10 Months Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
10 Months Ago
Bugix: Reimplement PooledList(and others) via BasePooledList - Fixes incorrect pooling of inherited-from PoolingList types Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
10 Months Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint
10 Months Ago
Spraycan no longer loses condition while using `infiniteammo 1`
10 Months Ago
Removed some leftover debug stuff
10 Months Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
10 Months Ago
Update: locking in unbox.any version - Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks) - added a unit test that validates runtime checking Tests: unit tests
10 Months Ago
manifest
10 Months Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
10 Months Ago
Fixed wrong refs