201,319 Commits over 4,171 Days - 2.01cph!

2 Months Ago
Weather profile stuff
2 Months Ago
Merge from climate_volume_blending_fix
2 Months Ago
Merge from main
2 Months Ago
Compass animation update + adding camera movement
2 Months Ago
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
2 Months Ago
latest batch of textured props for trawler ship
2 Months Ago
Fixed owned items video fading issues when hovered
2 Months Ago
add biome fog ambient saturation mult to weather presets
2 Months Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
2 Months Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
2 Months Ago
main -> syncvar_demo_fix
2 Months Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
2 Months Ago
updated collision and prefabs of arrowbucket c and small bullet container b
2 Months Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
2 Months Ago
Compass skinning update and reasign bones in .viewmodel
2 Months Ago
small bullet container B variant
2 Months Ago
updated orientations of matresses added collision for each.
2 Months Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
2 Months Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
2 Months Ago
missed settings
2 Months Ago
Strip source generator depdencies from build
2 Months Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
2 Months Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
2 Months Ago
Refactored takeovers to be overridable by item grids Takeovers custom inspector
2 Months Ago
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
2 Months Ago
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
2 Months Ago
merge from patrol_heli_rideheight_increase
2 Months Ago
merge from patrolheli_watercrash_fix
2 Months Ago
merge from jungle_building_floor_fix
2 Months Ago
merge from spoiled_produce_fixes
2 Months Ago
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2 Months Ago
merge from fridge_pickup_fix
2 Months Ago
merge from parallel_validatemove.
2 Months Ago
merge from horsepopulation_primitive_fix
2 Months Ago
Restore horse popuplation convar on primitive gamemode
2 Months Ago
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
2 Months Ago
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
2 Months Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
2 Months Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
2 Months Ago
Fixed shader errors about missing implementations of vertInstancingSetup
2 Months Ago
merge from naval update
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
merge from roof_beams
2 Months Ago
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2 Months Ago
merge from wallpaper_frontier_floor_fix