branchrust_reboot/maincancel

34,988 Commits over 4,293 Days - 0.34cph!

42 Minutes Ago
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk) Reset playable graph state on disable to hopefully fix more pooling issues.
54 Minutes Ago
Merge: from useplayertasks_removegroupocludee_nre - Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default) Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
2 Hours Ago
Added support for decal layers on transparent surfaces on the Standard shader
3 Hours Ago
stopengine_nre -> main
Today
merge from indirect_instancing
Today
Merge from naval_update
Today
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
Today
fix cloud weirdness when overriding weather state when playing back a demo
stay_close_death_fix -> main
boatai_better_patrol -> main
Today
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
Yesterday
boatai_avoid_trigger_fix -> main
Yesterday
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
Yesterday
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Yesterday
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
Yesterday
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Yesterday
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Yesterday
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
Yesterday
Merge from kinematic_asleep_magnet
Yesterday
Merge from dropped_item_optim
Yesterday
merge from indirect_instancing
Yesterday
Merge from naval_update
Yesterday
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Yesterday
50cal_fullammo_spawn -> main
Yesterday
rhib_passenger_light_fix -> main
Yesterday
merge from deployer_vm_3p_fix
Yesterday
boat_planner_new_icons -> main
Yesterday
deepsea_disable_drone -> main
Yesterday
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
Yesterday
merge from naval_update
Yesterday
boatai_cleartarget_fix -> main
2 Days Ago
Fix pool leak in TimedExplosive
2 Days Ago
boatai_clartarget_fix -> main
2 Days Ago
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
2 Days Ago
Removed test cubes from CraggyIsland
2 Days Ago
merge from naval_update
2 Days Ago
merge from lifestory_snake_fix
2 Days Ago
Merge from standard_shader_decal_layers
5 Days Ago
Fix skip domain reload
5 Days Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
5 Days Ago
boatai_targeting_bugs -> main
5 Days Ago
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5 Days Ago
fix handmade shell not having subtype for ammo indicators
5 Days Ago
S2P both oil rigs Codegen
5 Days Ago
merge from naval_update keep source on the oilrig scenes
5 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
5 Days Ago
autoturret_improvements -> main
5 Days Ago
autoturret_improvements -> main
5 Days Ago
Blacklisted deep sea rhib and PT boat from auto turret tests