139,938 Commits over 4,505 Days - 1.29cph!

1 Year Ago
fix clouds null ref outside play mode (introduced with demo timescale fix)
1 Year Ago
Fix compile errors
1 Year Ago
Fix query vis job runner not ignoring terrain holes.
1 Year Ago
Undo vphysics changes Limit static prop counts to save values for now Fixed regression in gmod_camera
1 Year Ago
Chandelier raise/lower interaction priotity logic
1 Year Ago
Rebase on current /main
1 Year Ago
Update: slightly more landscaping Tests: none, trivial changes
1 Year Ago
merge from projectiled_batched_demo_fix
1 Year Ago
merge from background_flickering_fix
1 Year Ago
merge from tutorial_video_fix_2
1 Year Ago
Merge from ./command_buffer_indirect because I'm stupid
1 Year Ago
Revert model importers and materials to the state they have on /main
1 Year Ago
merge from steaminventory_price_fix
1 Year Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
1 Year Ago
(WIP) SIMD frustum culling implementation
1 Year Ago
merge from vanilla_techtree_fix
1 Year Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
1 Year Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
1 Year Ago
reduce the amount of smoke, lower volume of sfx
1 Year Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
1 Year Ago
Merge from /main
1 Year Ago
Merge from ./vram_budget
1 Year Ago
Chandelier progress Prefab tweaks
1 Year Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
1 Year Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
1 Year Ago
Merge from ./command_buffer_indirect
1 Year Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
1 Year Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
1 Year Ago
lr300 animation update
1 Year Ago
Properly break out of GetRules() if rules are null
1 Year Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
1 Year Ago
merge from bc_viewmodel_fixes/frontier_hatchet
1 Year Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
1 Year Ago
Consolidate market price error handling
1 Year Ago
Fixed some items showing as marketable locked when they shouldn't
1 Year Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
1 Year Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
1 Year Ago
Update indirect instancing tools with new mesh r/w logic
1 Year Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
1 Year Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
1 Year Ago
Fix workbench tech trees in vanilla gamemode
1 Year Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
1 Year Ago
Enable r/w on gib models
1 Year Ago
Updated keycard animations, override controller and entity
1 Year Ago
Fix server description not appearing on the very first server you click on after game launch
1 Year Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
1 Year Ago
Fix bug preventing the images from changing in subsequent calls
1 Year Ago
Only update the loading screen image provided its been over a certain time period since you seen the last one
1 Year Ago
handling demo scrubbing and timescale 0 for batched projectiles
1 Year Ago
chansaw attack anims and anim controller updated