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155,836 Commits over 4,566 Days - 1.42cph!

1 Year Ago
Make a warning editor only to avoid tanking fps
1 Year Ago
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1 Year Ago
Merge from parent
1 Year Ago
merge from optimize_findbyid -> main
1 Year Ago
1 Year Ago
Final'ish spawn tables.
1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
Replaced mesh cull with rendererLOD on casino barge decks
1 Year Ago
Casino baked LODs
1 Year Ago
floating city 4 latest
1 Year Ago
Merge from boat_building
1 Year Ago
merge from fix_boat_drift -> naval_update
1 Year Ago
Add parenting to NPCSpawner and set it up for ghostships
1 Year Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
1 Year Ago
Fixed deep sea marker not extending to the end of the screen
1 Year Ago
RPG7 - viewmodel and texture update
1 Year Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
1 Year Ago
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
1 Year Ago
merge from ui_overhead_optims
1 Year Ago
Fix compile error
1 Year Ago
Fix scientists walking through the container on ghostship_d
1 Year Ago
Single 50cal anim update
1 Year Ago
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
1 Year Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
1 Year Ago
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
1 Year Ago
Merge: from main
1 Year Ago
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
1 Year Ago
LoadingScreen toggles its soft mask
1 Year Ago
DeathScreen toggles its canvas too
1 Year Ago
exported latest rpg skin anims and rig
1 Year Ago
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
1 Year Ago
Buildfix: add missing namespace using Tests: none, trivial change
1 Year Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
1 Year Ago
Clean: remove unused namespace using Tests: none, trivial change
1 Year Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
1 Year Ago
Clean: remove debug logging Tests: compiles in editor
1 Year Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
1 Year Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
1 Year Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
1 Year Ago
Merge from anchor_sockets
1 Year Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
1 Year Ago
Final tweaks and usability
1 Year Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
1 Year Ago
Disable overlay canvas when the menu is not visible
1 Year Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
1 Year Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
1 Year Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
1 Year Ago
First implementation of hybrid monster meshes
1 Year Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
1 Year Ago
tropical2 s2p