131,251 Commits over 4,232 Days - 1.29cph!

Today
merge from boat_building
Today
Anchor deployment fix
Today
turning tesselation all the way down on the ice block, not needed as badly with the new method
Today
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Today
Remaining layer fixes
Today
Server tab
Today
Floor & triangle floor layer fixes
Today
floor & triangle floor layer fixes
Today
hackweek - halloween garland blockout and test atlas
Today
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Today
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Yesterday
Profile ScaleBySpeed.Update
Yesterday
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Yesterday
Add wake displacement to every hull block, to check performance
Yesterday
Start trying to figure out how we're gonna do this... Add PlayerBoat.Effects partial. Setup client hierarchy, realm removed server-side.
Yesterday
hackweek arcade machine implemented line combination wins with visual light feedback
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Yesterday
Show on the item info panel if data can't be redeemed
Yesterday
Add data spawns to all of the loot spawners
Yesterday
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Yesterday
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Yesterday
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them
Yesterday
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Yesterday
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Yesterday
Clan scores
Yesterday
Boilerplate loot item and deposit entity
Yesterday
Rebase on /main
Yesterday
Virtual scrolled the item list
Yesterday
Fix NRE when in build priv zone
Yesterday
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
Yesterday
Alow tech trees to declare their own name Fix position of snow jacket
Yesterday
Can favorite items Added All and Favourites tabs
Yesterday
3 materials for the 3 extra materials created
Yesterday
Cherrypick CS 107107 - Wind shader fix
Yesterday
3 more meta files
Yesterday
16k .meta files
Yesterday
Probably fixed build errors
Yesterday
npc_missiledefense model + code adjustments * works better now Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them
Yesterday
Height fixaroos
Yesterday
Splat cleanup
Yesterday
hackweek arcade machine wip
Yesterday
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
Yesterday
More automatic upgrades
Yesterday
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
Yesterday
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
Yesterday
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
Yesterday
Clarify namespaces for rendering in Rust code after namespaces changed
Yesterday
Switched to setting poses through a menu for choosing pose for powered and unpowered states