141,771 Commits over 4,505 Days - 1.31cph!

Yesterday
merge from glass_ar
Yesterday
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
Yesterday
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
Yesterday
merge from main
Yesterday
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
Yesterday
merge from midi_warmup
Yesterday
remove debug logging
Yesterday
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
Yesterday
Missing files Turn off prediction for firecrackers and survery charges
Yesterday
main -> character_customisation
Yesterday
Fixed unpowered water pump acting as a gravity source
Yesterday
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
Yesterday
Added the missing night light renderer feature to the DefaultRustRenderer asset
Yesterday
merge from glass_ar
Yesterday
merge from main
Yesterday
Crystal AR - updated item names & descriptions, tweaked sapphire material
Yesterday
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
Yesterday
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
Yesterday
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
Yesterday
Industrial crafter doesnt need to be started again after a power loss
Yesterday
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
Yesterday
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
Yesterday
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
Yesterday
Gamepad cursor can be resized. Added UI slider to gamepad options
Yesterday
Create a nicer cursor in code for now. Change colour on hover state.
Yesterday
Refactor my quick merge fix
Yesterday
Merge from main, including fixes
Yesterday
Merge from playerboat_decay_fix
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
Thread safe saving, also gate it beind forDisk while I'm at it.
2 Days Ago
Restored infiniteIoPower convar
2 Days Ago
Changed conveyor tests to use IO2
2 Days Ago
Restored fluid splitter
2 Days Ago
Merge from main
2 Days Ago
Updated w_uzi to remove error
2 Days Ago
Merge from main
2 Days Ago
Converted the electricity part of all industrial items
Rin
2 Days Ago
merge from save288 - Staging wipe!
Rin
2 Days Ago
network++ save++ persistance++
2 Days Ago
Drain fixes
Rin
2 Days Ago
merge from monument_blockers_fixes
Rin
2 Days Ago
S2P all blocker monuments
Rin
2 Days Ago
merge from main
2 Days Ago
Merge from hlod_improvements_aug_26
Rin
2 Days Ago
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
2 Days Ago
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
Rin
2 Days Ago
merge from ArrowIcons
Rin
2 Days Ago
Rerendered Arrow Icons
2 Days Ago
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1