134,990 Commits over 4,293 Days - 1.31cph!

Yesterday
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
Yesterday
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
Yesterday
Extra debugging Simplify the state Increase radius
Yesterday
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
Yesterday
merge from main
Yesterday
mirror 05 model and collision
Yesterday
boatai_avoid_trigger_fix -> main
Yesterday
Save for debugging
Yesterday
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
Yesterday
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
Yesterday
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Yesterday
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
Yesterday
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
Yesterday
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
Yesterday
Fix potential "Look rotation viewing vector is zero" error
Yesterday
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
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
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
Yesterday
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Yesterday
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Yesterday
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
Yesterday
merge from main
2 Days Ago
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
2 Days Ago
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2 Days Ago
Change steering wheel lock sound
2 Days Ago
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
2 Days Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
2 Days Ago
Merge from kinematic_asleep_magnet
2 Days Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
2 Days Ago
add deep sea version for environment volume properties ocean overrides
2 Days Ago
Merge from dropped_item_optim
2 Days Ago
merge from indirect_instancing
2 Days Ago
rebase on main
2 Days Ago
Properly cull underground objects when Indirect Instancing is enabled
2 Days Ago
Progress
2 Days Ago
Rename queue budget
2 Days Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
2 Days Ago
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2 Days Ago
underwater fog lerping respects reflection.forceupdate
2 Days Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
2 Days Ago
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
2 Days Ago
Merge from naval_update
2 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
2 Days Ago
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
2 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
2 Days Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
2 Days Ago
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
2 Days Ago
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
2 Days Ago
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