137,540 Commits over 4,474 Days - 1.28cph!

Fix darts game board breaking aux1 builds
Today
gamesroom shotgun trap - fix ansio setting for specgloss texture map
Today
Enabled/Disabled states for freezer
Today
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
Today
Merge from playermaintainedmonuments
Today
Merge from satellite_crash, keeping the monuments in conflict from this branch
Today
merge from smallbackpack_workshop_setup - made small backpack skinnable
Today
Codegen
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
Today
Fix skinned legs/hands getting culled when using debug cam
Today
Merge from main
S2P powerplant
Today
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
Merge from PlayerMaintainedMonuments
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
Today
Fix vignette settings remapping
Today
Add screen_blur_UI_RRP volume asset
Merge from main
Today
fixed up rotation on icon for smallbackpack and re-rendered icon
Today
Setup night vision overlay and volume
Today
merge from main
Today
Better update process (pause and resume the playable, don't manually evaluate it)
Today
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
Today
Stop pooltable floating
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
Today
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
Today
Added new sounds for supermarket freezer
Today
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
Today
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
Today
merge from main
Today
Fixed the rendering of the night light and prevented it from rendering during the day
Today
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
Today
merge from piemenu_binds_feedback
Today
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
Yesterday
Fixed some letter being truncated
Yesterday
CRLF to LF line endings for the BlurOptimized shader
Yesterday
Added the night light renderer feature and pass
Yesterday
texture update to wooden crate 2
Yesterday
remaining items
Yesterday
elite crate and wooden crate 2
Yesterday
Added the night light volume component
Yesterday
merge from main
Yesterday
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Yesterday
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Yesterday
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Yesterday
Fix RRP colour grading Lift not being applied correctly
Yesterday
Freezer fx tweaks & cleanup
Yesterday
Removed animator from non-interactive elevator door in destroyed wing
Yesterday
Merge from main