131,316 Commits over 4,232 Days - 1.29cph!

2 Days Ago
Fix console not working on first open (eg youd open it to a blank screen)
2 Days Ago
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
2 Days Ago
Merge from parent
2 Days Ago
Setup correct warning colour
2 Days Ago
- Setup virtual flex - Got something printing, buffer is working
2 Days Ago
sea netting textures added
2 Days Ago
Initial console page backend work: - Timestamp bucketing system - Fixed size queue system - Simple rewrite of console
2 Days Ago
merge from boat_building
2 Days Ago
Info panel and prefabs
2 Days Ago
TechTreev2 0.1
2 Days Ago
Check auth for finish building
2 Days Ago
Player blink updates (for media team) - Re-exported the anim with no baked keys on any of the skeleton except eyes & lids - Added BlinkMask avatar - Added 3p_eye_anims_add (additive animation)
2 Days Ago
Check for auth when trying to clear build area
2 Days Ago
merge from main
2 Days Ago
Large Backpack female pose/lods
2 Days Ago
Wheel code fix
2 Days Ago
Savas-specific terrain config (WIP)
2 Days Ago
Cherrypick 136678 and 136674 from naval_missions
2 Days Ago
Fixed tunnels.
2 Days Ago
Fix collection modified exception in MissionEnded
2 Days Ago
Jumpsuits male/female/lods repose
2 Days Ago
Item tab is populated by items, can switch categories Some layout changes
2 Days Ago
Hackweek XIV FPV Drone - Changed torque alignment from worldspace to local space, no longer looses control at extreme incline angles, removed some storage remainings in prefab
2 Days Ago
Fix issue with potential null boomboxes on underwater labs mission start
2 Days Ago
merge from main
2 Days Ago
Vagabond jacket repose/lods Added female version Added conditional meshes Updated AO map/material
2 Days Ago
Reduce vis range
2 Days Ago
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
2 Days Ago
Cache bbs privilege
2 Days Ago
tools tab
2 Days Ago
Updated the Verlet Integration physics to work on the GPU
2 Days Ago
vault door impact fx hit fix
2 Days Ago
M92 - Updated textures
2 Days Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
2 Days Ago
Got building working at Team B monument
2 Days Ago
WIP auth support for team build zones, not working yet
2 Days Ago
Each team has their own spawn beach
2 Days Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
3 Days Ago
3 Days Ago
Paint ocean topology, fix errors
3 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
3 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
3 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
3 Days Ago
3 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
3 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
3 Days Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
3 Days Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
3 Days Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
3 Days Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)