199,201 Commits over 4,140 Days - 2.00cph!

Yesterday
Added volumetric clouds option in the new settings menu
Yesterday
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
Yesterday
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
Yesterday
Modular Boats Small Ramp - First Iteration
Yesterday
Put cache under mode instead
Yesterday
Added prioritise premium toggle
Yesterday
server/none compile fix
Yesterday
cleaning up projectile TransformAccessArray properly
Yesterday
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
Yesterday
Deleted Unused Collider Mesh
Yesterday
Setup Naval Improvised Plank Prefabs, Colliders, LODS
Yesterday
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
Yesterday
Merge from main
Yesterday
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
Yesterday
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
Yesterday
Added scaffolding for steam upload testing
Yesterday
Merge from waterpump_occlusion_fix
Yesterday
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Yesterday
Smart mode sorting (mode priority first then players)
Yesterday
Sorting via mode
Yesterday
enabled batched projectiles by default
Yesterday
Merge from main
Yesterday
Swap to buffer list as its faster
Yesterday
Bake mode into server info instead of ui entries
Yesterday
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
Yesterday
Merge from main
Yesterday
WIP work to speed up culling (AVX fix)
Yesterday
WIP work to speed up culling (AVX fix)
Yesterday
Display proper mode in server entries
Yesterday
Merge from tugboat_toot 🎺
Yesterday
Adjuested LOD distances on floating walkways
Yesterday
Restore changes and fix compile errors
Yesterday
Foliage assets rebake
Yesterday
- 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.
Yesterday
Added the Rust Render Pipeline package back to the project
Yesterday
Reducing tricount of some floating walkway LOD0s
Yesterday
Merge from main
Yesterday
Removing Rust Render Pipeline package so it can be renamed
Yesterday
Merge from compass
Yesterday
Merge from main
Yesterday
Setup for weapon rack
Yesterday
Individual trigger re-parenting test.
Yesterday
Testing out drawing on the in-game map, only has basic functionality right now
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Merge from hardcore_refresh
2 Days Ago
If a player has set their bagassignmode to always allowed, always preserve the final slot so that a players bag allotment can't be filled by another player This isn't really an issue in vanilla since we can just clear bags on the map, but if the bags in hardcore are in a location that hasn't been cleared they wouldn't be able to place new bags without dying
2 Days Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
2 Days Ago
Fix compile error from monument scene being deleted
2 Days Ago
merge from new_menu