155,484 Commits over 4,536 Days - 1.43cph!

12 Days Ago
merge from midi_warmup
12 Days Ago
remove debug logging
12 Days Ago
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
12 Days Ago
Missing files Turn off prediction for firecrackers and survery charges
12 Days Ago
main -> character_customisation
12 Days Ago
Fixed unpowered water pump acting as a gravity source
12 Days Ago
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
12 Days Ago
Added the missing night light renderer feature to the DefaultRustRenderer asset
12 Days Ago
merge from glass_ar
12 Days Ago
merge from main
12 Days Ago
Crystal AR - updated item names & descriptions, tweaked sapphire material
12 Days Ago
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
12 Days Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
12 Days Ago
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
12 Days Ago
Industrial crafter doesnt need to be started again after a power loss
12 Days Ago
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
12 Days Ago
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
12 Days Ago
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
12 Days Ago
Gamepad cursor can be resized. Added UI slider to gamepad options
12 Days Ago
Create a nicer cursor in code for now. Change colour on hover state.
12 Days Ago
Refactor my quick merge fix
12 Days Ago
Merge from main, including fixes
12 Days Ago
Merge from playerboat_decay_fix
12 Days Ago
merge from main
12 Days Ago
merge from main
12 Days Ago
Thread safe saving, also gate it beind forDisk while I'm at it.
12 Days Ago
Restored infiniteIoPower convar
12 Days Ago
Changed conveyor tests to use IO2
12 Days Ago
Restored fluid splitter
12 Days Ago
Merge from main
12 Days Ago
Updated w_uzi to remove error
12 Days Ago
Merge from main
12 Days Ago
Converted the electricity part of all industrial items
Rin
12 Days Ago
merge from save288 - Staging wipe!
Rin
12 Days Ago
network++ save++ persistance++
12 Days Ago
Drain fixes
Rin
12 Days Ago
merge from monument_blockers_fixes
Rin
12 Days Ago
S2P all blocker monuments
Rin
12 Days Ago
merge from main
12 Days Ago
Merge from hlod_improvements_aug_26
Rin
12 Days Ago
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
12 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
12 Days Ago
merge from ArrowIcons
Rin
12 Days Ago
Rerendered Arrow Icons
13 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
13 Days Ago
Merge from main
13 Days Ago
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13 Days Ago
Fix compile errors
13 Days Ago
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