155,664 Commits over 4,536 Days - 1.43cph!

2 Months Ago
gamesroom shotgun trap - fix ansio setting for specgloss texture map
2 Months Ago
Enabled/Disabled states for freezer
2 Months Ago
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
2 Months Ago
Merge from playermaintainedmonuments
2 Months Ago
Merge from satellite_crash, keeping the monuments in conflict from this branch
2 Months Ago
merge from smallbackpack_workshop_setup - made small backpack skinnable
2 Months Ago
Codegen
2 Months Ago
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
2 Months Ago
Fix skinned legs/hands getting culled when using debug cam
2 Months Ago
Merge from main
2 Months Ago
S2P powerplant
2 Months Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
2 Months Ago
Fix vignette settings remapping
2 Months Ago
Add screen_blur_UI_RRP volume asset
2 Months Ago
Merge from main
2 Months Ago
fixed up rotation on icon for smallbackpack and re-rendered icon
2 Months Ago
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2 Months Ago
Setup night vision overlay and volume
2 Months Ago
merge from main
2 Months Ago
Better update process (pause and resume the playable, don't manually evaluate it)
2 Months Ago
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
2 Months Ago
2 Months Ago
Stop pooltable floating
2 Months Ago
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
2 Months Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
2 Months Ago
Added new sounds for supermarket freezer
2 Months Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
2 Months Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
2 Months Ago
merge from main
2 Months Ago
Fixed the rendering of the night light and prevented it from rendering during the day
2 Months Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
2 Months Ago
merge from piemenu_binds_feedback
2 Months Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
2 Months Ago
Fixed some letter being truncated
2 Months Ago
CRLF to LF line endings for the BlurOptimized shader
2 Months Ago
Added the night light renderer feature and pass
2 Months Ago
texture update to wooden crate 2
2 Months Ago
remaining items
2 Months Ago
elite crate and wooden crate 2
2 Months Ago
Added the night light volume component
2 Months Ago
merge from main
2 Months Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
2 Months Ago
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2 Months Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
2 Months Ago
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2 Months Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
2 Months Ago
Fix RRP colour grading Lift not being applied correctly
2 Months Ago
Freezer fx tweaks & cleanup