197,171 Commits over 4,110 Days - 2.00cph!

19 Days Ago
Merge: from main
19 Days Ago
apply biome fog to cloud layer
19 Days Ago
Weather profile stuff
19 Days Ago
Merge from climate_volume_blending_fix
19 Days Ago
Merge from main
19 Days Ago
Compass animation update + adding camera movement
19 Days Ago
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
19 Days Ago
latest batch of textured props for trawler ship
19 Days Ago
Fixed owned items video fading issues when hovered
19 Days Ago
add biome fog ambient saturation mult to weather presets
19 Days Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
19 Days Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
19 Days Ago
main -> syncvar_demo_fix
19 Days Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
19 Days Ago
updated collision and prefabs of arrowbucket c and small bullet container b
19 Days Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
19 Days Ago
Compass skinning update and reasign bones in .viewmodel
19 Days Ago
small bullet container B variant
19 Days Ago
updated orientations of matresses added collision for each.
19 Days Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
19 Days Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
19 Days Ago
missed settings
19 Days Ago
Strip source generator depdencies from build
19 Days Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
20 Days Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
20 Days Ago
Refactored takeovers to be overridable by item grids Takeovers custom inspector
20 Days Ago
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
20 Days Ago
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
20 Days Ago
merge from patrol_heli_rideheight_increase
20 Days Ago
merge from patrolheli_watercrash_fix
20 Days Ago
merge from jungle_building_floor_fix
20 Days Ago
merge from spoiled_produce_fixes
20 Days Ago
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20 Days Ago
merge from fridge_pickup_fix
20 Days Ago
merge from parallel_validatemove.
20 Days Ago
merge from horsepopulation_primitive_fix
20 Days Ago
Restore horse popuplation convar on primitive gamemode
20 Days Ago
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
20 Days Ago
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
20 Days Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
20 Days Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
20 Days Ago
Fixed shader errors about missing implementations of vertInstancingSetup
20 Days Ago
merge from naval update
20 Days Ago
Merge from parent
20 Days Ago
Merge from main
20 Days Ago
merge from main
20 Days Ago
merge from main
20 Days Ago
merge from main
20 Days Ago
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20 Days Ago
merge from roof_beams