125,410 Commits over 4,171 Days - 1.25cph!

57 Days Ago
57 Days Ago
meta for images
57 Days Ago
Add automated screenshots instead of only serialized settings, fixed lighting
57 Days Ago
Add store images in all sizes
57 Days Ago
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
57 Days Ago
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
57 Days Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
57 Days Ago
Made `count` property report the highest populated index instead of the allocated space.
57 Days Ago
Change proc anim components tick order, should be spine, then tail, then head
57 Days Ago
Do not tick procedural anim components when entity is culled
57 Days Ago
merge from projectile_jobs
57 Days Ago
Added and Setup Naval Improvised Plank Gibs
57 Days Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
57 Days Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
57 Days Ago
Added volumetric clouds option in the new settings menu
57 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
57 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
57 Days Ago
Modular Boats Small Ramp - First Iteration
57 Days Ago
Put cache under mode instead
57 Days Ago
Added prioritise premium toggle
57 Days Ago
server/none compile fix
57 Days Ago
cleaning up projectile TransformAccessArray properly
57 Days Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
57 Days Ago
Deleted Unused Collider Mesh
57 Days Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
57 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
57 Days Ago
Merge from main
57 Days Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
57 Days Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
57 Days Ago
Merge from waterpump_occlusion_fix
57 Days Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
57 Days Ago
Smart mode sorting (mode priority first then players)
57 Days Ago
Sorting via mode
57 Days Ago
enabled batched projectiles by default
57 Days Ago
Merge from main
57 Days Ago
Swap to buffer list as its faster
57 Days Ago
Bake mode into server info instead of ui entries
57 Days Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
57 Days Ago
Merge from main
57 Days Ago
WIP work to speed up culling (AVX fix)
57 Days Ago
Display proper mode in server entries
57 Days Ago
Merge from tugboat_toot 🎺
57 Days Ago
Adjuested LOD distances on floating walkways
57 Days Ago
Restore changes and fix compile errors
57 Days Ago
Foliage assets rebake
57 Days Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
57 Days Ago
Added the Rust Render Pipeline package back to the project
57 Days Ago
Reducing tricount of some floating walkway LOD0s
57 Days Ago
Merge from main
57 Days Ago
Removing Rust Render Pipeline package so it can be renamed