243,199 Commits over 3,898 Days - 2.60cph!

29 Days Ago
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29 Days Ago
Fixed card videos Move the decorators off the card, into the meta section
29 Days Ago
Backout: bring back all the scenes Without this, editor bootstrap workflow dies. Tests: none, trivial change
29 Days Ago
Find query optimizations Clena up package card a bit
29 Days Ago
Better vislog for cover debugging
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29 Days Ago
merge from dive_mission_range_increase
29 Days Ago
fixed water on billb test map
29 Days Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
29 Days Ago
Update: Reducing which scenes we have set for build in Build Settings Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps. Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.
29 Days Ago
Update: Reorganization of the perf test framework - Unity.PerformanceTesting is marked as auto-referenced (this is another modification of original package) - Added a "Rust Editor/Performance Framework/Active" menu toggle to enable/disable perf test scripts - controls RUST_PERF_FWK define - Renamed and moved PerfFwk assembly to Plugins/ (as that's it's design) - Moved existing perf tests outside to the root assembly (Scipts/PerfTests) so that we can access gameplay code The goal is to both isolate the perf framework code from the codebase as much as possible(don't ship to players or unity devs to load stuff that's not sueful), while also being able to work with our main game scripts directly. Tests: - Switch the toggle on and off - no editor errors. - Built client&server with framework being enabled - it passed. -- Found no PerfFwk references in main game assembly for both client and server and no references to test classes
29 Days Ago
Fix pillar covers not handling a non-zero rotation
29 Days Ago
added a building topology ring around oases to block rail/roads coming too close
29 Days Ago
dpv compile fix
29 Days Ago
Fix skip not working in FindPackage Cleanup Better package list Clean pagnation PackageList sets url
29 Days Ago
merge from main
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merge from wallpaper
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merge from dive_mission_range_increase
29 Days Ago
merge from divesite_tip_fix
29 Days Ago
merge from dpv_fixes
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merge from emptytoasterror_fix
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merge from main
29 Days Ago
Terrain: Make texture paint & holes also work with new undo
29 Days Ago
radtown s2p
29 Days Ago
radioactive water surface border fix
29 Days Ago
re-applying rock changes to cave_medium_hard and cave_small_hard
29 Days Ago
29 Days Ago
Leaderboard backup, run #14404
29 Days Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
29 Days Ago
fence more structure prefabs factory uzi
29 Days Ago
1P volumetric tests Updated cookie
29 Days Ago
30 Days Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
30 Days Ago
Merge from main
30 Days Ago
Transform plane directly to local instead of using inverse matrix
30 Days Ago
Tiled Frustums Start moving tiled_light_culling to use frusta Iterate frustum tiled culling Near/far tiled frustum planes Very simple ConeIntersect and AABBIntersect Cubemap frustum cullinng Show cubemap complexity on tiled debug vis as well https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums https://imgur.com/a/tybd5Dv Fix ortho projection for CalculateScreenTiles [pick] Fix Depth::GetLinear and add Depth::Linearize fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png Delete tiled_frustums_cs, main shader does everything, we recalculate it every frame anyway since we also match the depth chain for the far plane, can store it later again from it if we need it for anything
30 Days Ago
Ensure that selected Media is 16/9 in PackageModals
30 Days Ago
Apply cubemap normalization properly on flat ambient light Apply subsurface scattering to IBL lighting, looks shit otherwise https://imgur.com/a/yipFu52
30 Days Ago
Re-balanced coverage and tile spawning Death FX now affected by lighting Adjust more tile spawns Fix tooltips sometimes lingering Add DamageOverlay, Invulnerability Time, and fine-tune Enemy Attacking Added Easy Access Skill, more Vitals tweaks and Zombie fixes Added Ice Bushes ChestTilePanel shows contents of chest if you have permission Added permissions to Weapons, crosshair prompt will override visibility when hovering an interactable Clean up ChestTilePanel Added Bow item with basic functionality and Projectile class Added Arrows, consumed by the Bow as ammo. Hotbar shows ammo count on bow. Added PreviewSkill
30 Days Ago
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Iterate on cover and peeks
30 Days Ago
Map Updates and Dialogue added
30 Days Ago
Iterate GTAO Iterate GTAO
30 Days Ago
Fog Fix, allows you to change light settings for volumetric fog specifically and does a massive cleanup, last try of this had some perf issues but should be sorted Squashed commit of the following: commit 4c0d34857bb545c62a83b6b09ef65261dca3ddd8 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Oct 3 18:41:48 2024 +0100 We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior commit 8f3d1244f38a74525bcba28dc520ae5bf1dd1099 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 14:06:40 2024 +0100 Make fog lights buffer persistent with the volumetric fog's lifetime commit 0d5bee31cad9b54fc75e2dbff85accfd03d7b3e1 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 13:52:39 2024 +0100 Make sure this is properly inlined to never trash cache commit 5709fcf4b113088c684c095fc08d05fe176f940c Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Oct 2 11:46:35 2024 +0100 LightBinner::InitFromParent and disable fog shadows commit 93fa098f5c55bddfa4b3d3261b26b7c9edfc8dd8 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Oct 1 18:01:49 2024 +0100 Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for commit 6f0125fd6ad1bf5512346ffe3c727532a6687cf4 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 13:23:03 2024 -0300 Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png commit 0ff3702c73cf54edddc5dd82b8c54598904fae10 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 13:14:08 2024 -0300 Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength commit 50170c166dd1cc37d863046aa632a30fb6629860 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Sep 6 12:47:35 2024 -0300 VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Don't update shadows on fog pass, some lights are set to be updated always but should all be fetched from cache
30 Days Ago
map progress
30 Days Ago
Rollback game.CleanUpMap removing tempents and beams Apparently crashes on x86-64 somehow, sometimes, for some people Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
30 Days Ago
t1 smg viewmodel updates - ironsights tweaked - skinning updates for springs - idle pose updated - bolt position poses - anim length changes to match smg in 1p and 3p