141,751 Commits over 4,505 Days - 1.31cph!

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
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Thread safe saving, also gate it beind forDisk while I'm at it.
Yesterday
Restored infiniteIoPower convar
Yesterday
Changed conveyor tests to use IO2
Yesterday
Restored fluid splitter
Yesterday
Merge from main
Yesterday
Updated w_uzi to remove error
Yesterday
Merge from main
Yesterday
Converted the electricity part of all industrial items
Rin
Yesterday
merge from save288 - Staging wipe!
Rin
Yesterday
network++ save++ persistance++
Yesterday
Drain fixes
Rin
Yesterday
merge from monument_blockers_fixes
Rin
Yesterday
S2P all blocker monuments
Rin
Yesterday
merge from main
Yesterday
Merge from hlod_improvements_aug_26
Rin
Yesterday
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
Yesterday
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
Yesterday
merge from ArrowIcons
Rin
Yesterday
Rerendered Arrow Icons
Yesterday
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
Yesterday
Merge from main
Yesterday
Fix compile errors
Yesterday
Fix a 4 year old bug: being able to move items into the output of a furnace by splitting them into the output slots - the reason I avoided it was you have to modify all the ItemFilter methods in the project and add a BasePlayer parameter - this allows us to block the player moving items into the output of the furnace but keep the furnace able to move cooked items into it's output
Yesterday
Fix items that are both cookable and compostable (meat) using the lesser of the two times for composting instead of the correct time for each
Yesterday
Fix the composter showing "Furnace" in the loot panel title instead of "Composter"
Yesterday
Don't show the icon as burning when it's inside the composter
Yesterday
Fix item creation loop running for 0 amount (due to chance of creating fertilizer) so early exit if chance fails
Yesterday
Increase the smelt speed of the composter so it behaves the same as before when you were splitting stacks (same as furnaces were back in the day)
Yesterday
Fix composter set to only accept food from old prefab / item filter setup
Yesterday
Fix items that are compostable but don't produce any compost being allowed in the compost (because ItemModCompostable is used for bait value)
Yesterday
Fix the loot panel for the composter not working the editor - OnValidate() was overwriting the offset of the inventory panel
Yesterday
Fix loot panel not predicting cook time for composting because it was only checking the ItemModCookable
Yesterday
Add the "automatically start cooking" code from the apartment stove to the BaseOven and enable it for the composter (so the composter automatically "cooks" items added into it)
Yesterday
Added decay to monument blockers Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results Time is saved through server restarts and scaled by timescale but will not take into account time spent offline Also fixed a sneaky bug that restored blocker health to full on every server restart
Yesterday
Add prefab variant for composter loot panel (so we can remove / change the background icons for the composter inputs)
Yesterday
Change the composter prefab
Yesterday
Rewrite the hackweek composter UI to merge all of the composter code into normal cooking code - move ItemModCookable -> CookableItemInfo so we can create a "cooking compost" component at runtime - turn ItemModCompostable into an ItemMod - convert Composter class from StorageContainre -> BaseOven
Yesterday
Update: pull prefab originals if prefab variants were assigned to dynamic bundle Pulls just 1 prefab, but worth to do anyway. Still chasing why engine fails to load prefabs in bundle mode. Tests: built new bundles, checked manifest and loaded in editor
Yesterday
fix empty mags dropping twice in third person
Yesterday
Add support for Rust+ to kick players from our team (or yourself to leave the team) Also fixes a couple unrelated bugs