138,148 Commits over 4,324 Days - 1.33cph!

Just Now
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
7 Minutes Ago
Merge: from main
8 Minutes Ago
Merge: from main
11 Minutes Ago
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
27 Minutes Ago
update from main
27 Minutes Ago
merge from cannon_slowdown
28 Minutes Ago
merge from redirect_snapping
29 Minutes Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
33 Minutes Ago
merge from boxes_dlc
35 Minutes Ago
turned of SRGB on a number of box textures, mostly metal/rough
35 Minutes Ago
Merge from main
49 Minutes Ago
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50 Minutes Ago
run codegen :facepalm:
50 Minutes Ago
reenable_mountable_parenting -> main
51 Minutes Ago
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
52 Minutes Ago
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
1 Hour Ago
merge from main
1 Hour Ago
merge from hackweek_fill_containers_rand
1 Hour Ago
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
1 Hour Ago
Merge from blendedsoundloops_onvalidate_fix
1 Hour Ago
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
1 Hour Ago
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1 Hour Ago
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
1 Hour Ago
Add cvar for controlling cannon hit slowdown on boats
1 Hour Ago
exported updated 3p bone knife anims
1 Hour Ago
Apartment complex b progress
2 Hours Ago
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2 Hours Ago
update from main
2 Hours Ago
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
2 Hours Ago
Fixed owned items still showing up at the top of the limited and featured store when featured
2 Hours Ago
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
2 Hours Ago
Merge from naval_cleanup_scientist_fixes
2 Hours Ago
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
3 Hours Ago
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
3 Hours Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
3 Hours Ago
merge from storepage_boxes
3 Hours Ago
Added toast when the deep sea opens
3 Hours Ago
merge from deepsea_fixes
3 Hours Ago
merge from main
3 Hours Ago
Salvaged cleaver audio rework and implementation
3 Hours Ago
merge from main
3 Hours Ago
merge from deepsea_fixes/loot
4 Hours Ago
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
Today
Apply the same changes to all 4 tropical islands, expecting similar savings
Today
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Today
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Today
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Today
Merge from sunken_and_combat_knife_orientation_fix
Today
Merge from puddlefix
Today
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