126,536 Commits over 4,171 Days - 1.26cph!

5 Months Ago
Rotation easing + fixes
5 Months Ago
revert accidental change
5 Months Ago
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
5 Months Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
5 Months Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
5 Months Ago
RustCraft
5 Months Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
5 Months Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
5 Months Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
5 Months Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
5 Months Ago
Phrases
5 Months Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
5 Months Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
5 Months Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
5 Months Ago
Inventory redesign
5 Months Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
5 Months Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
5 Months Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
5 Months Ago
Perm Store design
5 Months Ago
Weekly skins tab new design
5 Months Ago
Added better light scattering for the volumetric god rays
5 Months Ago
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
5 Months Ago
material changes to dog kennel
5 Months Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
5 Months Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
5 Months Ago
turned emissive off on miner hat material so its not always on on world model
5 Months Ago
Re-applied Planner.Server changes
5 Months Ago
merge from main
5 Months Ago
merge from debug_draw_fixes
5 Months Ago
merge from miner_hat_metal_to_specular
5 Months Ago
merge from /f1grenade_standard_to_specular_fix
5 Months Ago
merge from large_wood_box_floor/large_wood_box_floor
5 Months Ago
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5 Months Ago
merge from crossbow_workshop_duplicate
5 Months Ago
merge from computer_station_chat
5 Months Ago
merge from rock_formation_fix
5 Months Ago
merge from building_los_fix
5 Months Ago
alternativeLOSChecks_enabled true by default
5 Months Ago
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
5 Months Ago
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
5 Months Ago
sub navigation, more featured content styling
5 Months Ago
Added initial volumetric god rays implementation
5 Months Ago
merge from main
5 Months Ago
merge from ballista_climb_fix
5 Months Ago
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
5 Months Ago
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5 Months Ago
merge from oldhorse_purge
5 Months Ago
Removed old horse protobuf
5 Months Ago
merge from main