156,525 Commits over 4,536 Days - 1.44cph!

Rin
2 Months Ago
Initial heavy fuse loot pool
2 Months Ago
Master key first pass animations
2 Months Ago
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2 Months Ago
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2 Months Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
2 Months Ago
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2 Months Ago
Add clan ID to Rust+ clan announcement push notification data
2 Months Ago
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2 Months Ago
merge from game_room_dlc
2 Months Ago
Fix some issues with the pool table reset game interaction checks Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv Only show the "processing" interaction to participants Fix duplicate bone name
2 Months Ago
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
2 Months Ago
puzzle test case (cardreader + fuse doesn't reset)
2 Months Ago
Bar Stools - Updated colliders, created and setup worldmodel prefabs
2 Months Ago
pool table - added gibs - updated prefab gibbable
2 Months Ago
Enable require build priv on pool table pickup
2 Months Ago
Cow and sheep animation speed updates
2 Months Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
2 Months Ago
Fixed lighting/camera setup in sculpting dialog
2 Months Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
2 Months Ago
merge from main :)
2 Months Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
2 Months Ago
merge from main
2 Months Ago
making all ladder hatches have unique uv's
2 Months Ago
textures
2 Months Ago
Merge from main
2 Months Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months Ago
Manifest, fixes launch issue
2 Months Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
2 Months Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
2 Months Ago
Fix normals in edit mode
2 Months Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
2 Months Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
2 Months Ago
Merge from main
2 Months Ago
center block from sculpture setup data in dialog creation
2 Months Ago
mbp instead of material instance
2 Months Ago
Use geo clip terrain normal sampled in vertex shader
Rin
2 Months Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
2 Months Ago
Supermarket fridge loot pass s2p
2 Months Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
2 Months Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
2 Months Ago
Add new packed textures
2 Months Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
2 Months Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
2 Months Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
2 Months Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
2 Months Ago
Merge from lootspawn_stack_fix
2 Months Ago
Merge from main
2 Months Ago
Merge from JulQuickfire_balane1
2 Months Ago
Merge from videoplayer_volume