155,549 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT - every BaseEntity now caches it's TransformHandle on spawn Only active when UsePlayerJobs >= 4 Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
2 Months Ago
triangle ladder hatch icon
2 Months Ago
static small generator prefab, for around back of the gas station
2 Months Ago
Finalized powerplant base lighting.
2 Months Ago
added maintainables to scene + S2P
2 Months Ago
fixed up gas station car lift added placeholder sound events smoothed out movement of lift on clients dont show "edit car" unless there's a car on it reworked prefabs after changes, with accurate placements in scene
2 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
2 Months Ago
Fix shader error in Core/Skin
2 Months Ago
halving quantized max value for stored data, big quality improvement
2 Months Ago
game_room_dlc -> main
2 Months Ago
Fix double navmesh on tropical island 1
2 Months Ago
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions - added unit tests These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release Tests: ran unit tests
2 Months Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
2 Months Ago
Fix oilrigs and tutorial islands navmesh not working with new system
2 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
2 Months Ago
Fix dodgy prevent building area
2 Months Ago
Cant place pool table in terrain anymore, has to be on a construction
2 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Months Ago
Add an RRP quality level to prevent shader variant stripping
2 Months Ago
Add decay to the pooltable
2 Months Ago
Destroy pool table when ground is missing
2 Months Ago
softened temp hitguide materials
2 Months Ago
Fix broken top collider
2 Months Ago
Remove old pooltable models (will prevent read/write nre)
2 Months Ago
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
2 Months Ago
Update animations to fix up some timing issues and functionality
2 Months Ago
merge from healthbars_fill
2 Months Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
2 Months Ago
Updating flare rig
2 Months Ago
square hatch icon
2 Months Ago
update from main
2 Months Ago
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
2 Months Ago
merge from ores_block_safezones
2 Months Ago
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
2 Months Ago
Block ore nodes and woodpiles from spawning in safe zones
2 Months Ago
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places
2 Months Ago
Merge from main
2 Months Ago
Rock Sculpture - shader updates and fixes
2 Months Ago
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
2 Months Ago
changed some blockers to be of the smaller barricade size now that it's available to place
2 Months Ago
refactored save/load commands to be serverside operations
2 Months Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
2 Months Ago
merge from main
2 Months Ago
merge from skinviewer_smallbackpack
2 Months Ago
Added small backpack to the skin viewer
2 Months Ago
Setting up entity for weapon refresh m92
2 Months Ago
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further
2 Months Ago
re-order autosave tick to avoid touching native data while a job is using it
2 Months Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
2 Months Ago
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped