139,400 Commits over 4,474 Days - 1.30cph!

43 Days Ago
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
43 Days Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
43 Days Ago
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
43 Days Ago
merge from batteringram_wheels_fix
43 Days Ago
merge from wallpaper_fixes2
43 Days Ago
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
43 Days Ago
Inventory idle animation updates
43 Days Ago
pool table lods and materials prefab setup for RE-implementation setup colliders
43 Days Ago
Added a toggle for shadow caching in the experimental settings
43 Days Ago
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
43 Days Ago
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
43 Days Ago
Apartments complex scene2prefab
43 Days Ago
Fixed battering ram middle wheels rotating backwards
43 Days Ago
merge from localizebindtoken_error_fix
43 Days Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
43 Days Ago
Fixed InputSystem.Keyboard.get_Item error
43 Days Ago
merge from silencer_loot_fix
43 Days Ago
fixed naming
43 Days Ago
updated painting textures
43 Days Ago
Merge from main - may need to rerun manifest
43 Days Ago
got rid of nasty uv seam
43 Days Ago
Prototype cyilnder water volume
43 Days Ago
Manifest stuff
43 Days Ago
Add NPC to damaged wing of apartment prefab (right beside the security room)
43 Days Ago
Create security guard NPC prefab and conversation
43 Days Ago
Merge from softcore_updates_jul_26
43 Days Ago
Codegen
43 Days Ago
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
43 Days Ago
Default gather rate to 2x
43 Days Ago
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
43 Days Ago
Bury the timer and or switch under the ground (so players can't press the timer and can only press the button to re-open the door)
43 Days Ago
Instead of doing the timed lock as a custom entity, implement it with normal IO (Timer + Push Button) and trigger the timer with the NPC - add `testapartmentsecuritydoor` to fire off the NPC option
43 Days Ago
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
43 Days Ago
Add inventory popups for items collected from reclaim functionality of rentable shop
43 Days Ago
Rename TimedAccessDoor -> TimedLock
43 Days Ago
Merge from aniso_filtering_texture_fix
43 Days Ago
Merge from Fix_odd_deployguides
43 Days Ago
Merge from clan_bugfixes
43 Days Ago
Add CCTV computer station and hidden security room in the damaged part of the apartment complex
43 Days Ago
Start adding code support for an NPC to grant access to a security system to view the contents of apartment rooms
43 Days Ago
Fixed rentable shop signs not loading on non owner clients
43 Days Ago
delete old file
43 Days Ago
get binocular effect working in RRP
43 Days Ago
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
43 Days Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
43 Days Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
43 Days Ago
Better fix
43 Days Ago
Fixed break in menu item throwing server side entityref lookup error
43 Days Ago
compile fix 2
43 Days Ago
New Wearable pooling test, ensures every wearable has a poolable component