145,616 Commits over 4,413 Days - 1.37cph!

10 Months Ago
Chandelier raise/lower interaction priotity logic
10 Months Ago
Rebase on current /main
10 Months Ago
Update: slightly more landscaping Tests: none, trivial changes
10 Months Ago
merge from projectiled_batched_demo_fix
10 Months Ago
merge from background_flickering_fix
10 Months Ago
merge from tutorial_video_fix_2
10 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
10 Months Ago
Revert model importers and materials to the state they have on /main
10 Months Ago
merge from steaminventory_price_fix
10 Months Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
10 Months Ago
(WIP) SIMD frustum culling implementation
10 Months Ago
merge from vanilla_techtree_fix
10 Months Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
10 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
10 Months Ago
reduce the amount of smoke, lower volume of sfx
10 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
10 Months Ago
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10 Months Ago
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10 Months Ago
Merge from /main
10 Months Ago
Merge from ./vram_budget
10 Months Ago
Chandelier progress Prefab tweaks
10 Months Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
10 Months Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
10 Months Ago
Merge from ./command_buffer_indirect
10 Months Ago
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10 Months Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
10 Months Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
10 Months Ago
lr300 animation update
10 Months Ago
Properly break out of GetRules() if rules are null
10 Months Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
10 Months Ago
merge from bc_viewmodel_fixes/frontier_hatchet
10 Months Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
10 Months Ago
Consolidate market price error handling
10 Months Ago
Fixed some items showing as marketable locked when they shouldn't
10 Months Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
10 Months Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
10 Months Ago
Update indirect instancing tools with new mesh r/w logic
10 Months Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
10 Months Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
10 Months Ago
Fix workbench tech trees in vanilla gamemode
10 Months Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
10 Months Ago
Enable r/w on gib models
10 Months Ago
Updated keycard animations, override controller and entity
10 Months Ago
Fix server description not appearing on the very first server you click on after game launch
10 Months Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
10 Months Ago
Fix bug preventing the images from changing in subsequent calls
10 Months Ago
Only update the loading screen image provided its been over a certain time period since you seen the last one
10 Months Ago
handling demo scrubbing and timescale 0 for batched projectiles
10 Months Ago
chansaw attack anims and anim controller updated
10 Months Ago
Bug fixes with the texture prepare process