127,716 Commits over 4,201 Days - 1.27cph!

33 Days Ago
Merge from mission_create_streamlining
33 Days Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
33 Days Ago
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33 Days Ago
merge from decor_lighting_dlc
33 Days Ago
Clean: extra "can kick" annotation Tests: none, trivial change
33 Days Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
33 Days Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
33 Days Ago
fluorescent wall light no longer a skin of the ceiling light
33 Days Ago
re-exporting 3p boomerang anim to fix shoulder issue
33 Days Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
33 Days Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
33 Days Ago
merge from dunes_barricade_fix2
33 Days Ago
merge from scrap_heli_gibs_fix_2
33 Days Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
33 Days Ago
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Rin
33 Days Ago
merge from main
33 Days Ago
merge from main
33 Days Ago
Patrol helicopter gibs
33 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
33 Days Ago
Apply 129057 on new branch
33 Days Ago
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34 Days Ago
merge from decor_lighting_dlc
34 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
34 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
34 Days Ago
merge from deep_sea/islands
34 Days Ago
Code cleanup
34 Days Ago
Scene backup. Editor script fix.
34 Days Ago
Set ghost ship as deep sea global networked
34 Days Ago
merge from naval_update/deep_sea
35 Days Ago
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35 Days Ago
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35 Days Ago
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35 Days Ago
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35 Days Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
35 Days Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
35 Days Ago
Merge: from main
35 Days Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
35 Days Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
35 Days Ago
Subtract 127690 - get rid of the custom Parallel class
35 Days Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
35 Days Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
35 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
35 Days Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
35 Days Ago
merge improve_mixingtable_drop_visibility to main
35 Days Ago
Add playermodel LOD override for Mannequin
35 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
35 Days Ago
merge from deep_sea/networking -> deep_sea
35 Days Ago
merge fix_torch_underwater to main