139,100 Commits over 4,474 Days - 1.30cph!

10 Months Ago
Adding 50 cal rigs
10 Months Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
10 Months Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
10 Months Ago
merge from boatspawner_nudge_fix
10 Months Ago
merge from iceberg_icesheet_barricade_fix
10 Months Ago
Fix typo in CommandBuffer.EndSample() name
10 Months Ago
floating_city_casino signs prefabs layers, missing mesh cull
10 Months Ago
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
10 Months Ago
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
10 Months Ago
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
10 Months Ago
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing) Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing Seems to save about 0.6ms/frame in an isolated bandit town
10 Months Ago
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
10 Months Ago
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
10 Months Ago
Subtract 133193 (cinematic_play_fallback)
10 Months Ago
Merge from naval_update/floating_cities
10 Months Ago
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless S2P floating city 1+2+3
10 Months Ago
pt_boat_gameplay_pass -> naval_update
10 Months Ago
Compile fixes
10 Months Ago
naval_update -> pt_boat_gameplay_pass
10 Months Ago
Add client prediction to ServersideMountedWeapon aiming This means players can now move the turret around indepdently of the server Do reconcilliation on server receive state (if out of date enough) This is now just a checkbox on any ServersideMountedWeapon. Still requires some further improvements, but will work for now Also added seat caching to Mounted Weapons
10 Months Ago
Merge from naval_update
10 Months Ago
ocean tropical shore stuff
10 Months Ago
Tropical palm LODs slightly extended because the islands are small and we can afford it. Nudged trumpet tree canopy alpha clip a small fraction denser.
10 Months Ago
merge from painting_colourpicker
10 Months Ago
Final'ish.
10 Months Ago
Undergrowth material tweaks.
10 Months Ago
Tropical variant of Strangler
10 Months Ago
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
10 Months Ago
Profile the shit out of everything
10 Months Ago
merge from optimize_auth_list -> main
10 Months Ago
Make a warning editor only to avoid tanking fps
10 Months Ago
Merge from parent
10 Months Ago
merge from optimize_findbyid -> main
10 Months Ago
Final'ish spawn tables.
10 Months Ago
Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
Replaced mesh cull with rendererLOD on casino barge decks
10 Months Ago
Casino baked LODs
10 Months Ago
floating city 4 latest
10 Months Ago
Merge from boat_building
10 Months Ago
merge from fix_boat_drift -> naval_update
10 Months Ago
Add parenting to NPCSpawner and set it up for ghostships
10 Months 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)
10 Months Ago
Fixed deep sea marker not extending to the end of the screen
10 Months Ago
RPG7 - viewmodel and texture update
10 Months Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
10 Months 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
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
Fix compile error
10 Months Ago
Fix scientists walking through the container on ghostship_d