146,416 Commits over 4,444 Days - 1.37cph!

8 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
8 Days Ago
prefab merge fix, will need to redo this
8 Days Ago
further fixes
8 Days Ago
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8 Days Ago
merge from tmp_validatehtmltag_nre_fix
8 Days Ago
Merge from PlayerRigUpdate2 Keep source on floating city scenes
8 Days Ago
fixes
8 Days Ago
Clean up completed todos
8 Days Ago
darts move ballistically when they dont hit the board
8 Days Ago
demo_breaking_fix -> main
8 Days Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
8 Days Ago
merge from cassettepanel_nre_fix
8 Days Ago
Fixed cassette loot panel NRE
8 Days Ago
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8 Days Ago
Fixed server-side ragdoll erratic behaviour
8 Days Ago
Fixed error when spawning server-side corpse
8 Days Ago
merge from main
8 Days Ago
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
8 Days Ago
merge from main 152363
8 Days Ago
progress on billboard/particle lighting conversion to RRP
8 Days Ago
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues Rebake height map to fix terrain issues S2P
8 Days Ago
merge from main 152363
8 Days Ago
Avoid various allocs in ResourceDispenser.DoGather Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
8 Days Ago
merge from editor_rpc_kick_convar
8 Days Ago
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
8 Days Ago
merge from spraycan_reskin_refactor
8 Days Ago
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed Fixes door controller attached to an high external gate swapping sides when reskinned Add StringEx.EqualsAfterLastSeparator
8 Days Ago
some set dressing/foliage polish in playground area
8 Days Ago
apartment_complex_1 s2p
8 Days Ago
killing more shadow casters, disabled shadow casting corridor interior
8 Days Ago
Add instancing setup calls to forward passes in Rust/Standard
8 Days Ago
industrial electric furnace; - cleanup redundant materials, reassigned material to assets.
8 Days Ago
merge from main 152363
8 Days Ago
killing more shadow casters, disabled shadow casting on a dozen of pointlights
8 Days Ago
Merge from unity_6.3.15
8 Days Ago
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
8 Days Ago
Meta files
8 Days Ago
Improved placement of industrial torch on weapon racks
8 Days Ago
Merge from main
8 Days Ago
apartment shadow casters and proxy optimizations
8 Days Ago
added presets for cinematic textures
8 Days Ago
Industrial Storage - removed duplicate gibs file
9 Days Ago
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
9 Days Ago
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
9 Days Ago
demo_scrubbing_optimizations -> main
10 Days Ago
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
10 Days Ago
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
10 Days Ago
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
10 Days Ago
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
10 Days Ago
Add `printrails` command to print all the railroad meshes currently active