140,002 Commits over 4,505 Days - 1.29cph!

26 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
Merge from PlayerMaintainedMonuments
26 Days Ago
Manifest
26 Days Ago
Fix borked proto merge, run codegen, now compiles
26 Days Ago
Player enabled FX.
26 Days Ago
keyboard prefab setup updates
26 Days Ago
Update: ensure BaseEntities with networkEntityScale can be saved in MT - added GetLocalScaleMT + unit tests - increased TestMTSave(BaseEntity) coverage Tests: ran unit tests - 219 pass/425 fail
26 Days Ago
Bugfix(tests): rewrite test proto comparison to use serialized buffers Was naive to hope NUnit would fall back to reflection-based Equals for objects. Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)
26 Days Ago
Merge from main
26 Days Ago
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
26 Days Ago
merge from fix_apartment_race_purchase -> main
26 Days Ago
Fix apartment vendor not showing "sorry, we ran out of those rooms, please pick another" if two players go through the conversation options and try to rent the last room at the same time
26 Days Ago
Added windows server console history (using the up / down arrows) Added console.consolehistorysize (defaults to 200) + codegen https://files.facepunch.com/raul/1b1011b1/10_17-38-OddBovine.mp4
26 Days Ago
Fix powerplant fuse condition loss not using tick deltatime
26 Days Ago
Cow lean animations for the 3 main cycles
26 Days Ago
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once Add convars for tuning how fast powergrid stage updates should happen
26 Days Ago
Stripped out ConsoleInput from the client
26 Days Ago
Update: add GetNetworkTime(ThreadSafeTime) overload Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go) Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
26 Days Ago
merge from gas_station_maintainables
26 Days Ago
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT - every BaseEntity now caches it's TransformHandle on spawn Only active when UsePlayerJobs >= 4 Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
26 Days Ago
triangle ladder hatch icon
26 Days Ago
static small generator prefab, for around back of the gas station
26 Days Ago
Finalized powerplant base lighting.
26 Days Ago
added maintainables to scene + S2P
26 Days Ago
fixed up gas station car lift added placeholder sound events smoothed out movement of lift on clients dont show "edit car" unless there's a car on it reworked prefabs after changes, with accurate placements in scene
26 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
26 Days Ago
Fix shader error in Core/Skin
26 Days Ago
halving quantized max value for stored data, big quality improvement
26 Days Ago
game_room_dlc -> main
26 Days Ago
Fix double navmesh on tropical island 1
26 Days Ago
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions - added unit tests These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release Tests: ran unit tests
26 Days Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
26 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
26 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
26 Days Ago
Fix dodgy prevent building area
26 Days Ago
Cant place pool table in terrain anymore, has to be on a construction
26 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
26 Days Ago
Add an RRP quality level to prevent shader variant stripping
26 Days Ago
Add decay to the pooltable
26 Days Ago
Destroy pool table when ground is missing
26 Days Ago
softened temp hitguide materials
26 Days Ago
Fix broken top collider
26 Days Ago
Remove old pooltable models (will prevent read/write nre)
26 Days Ago
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
26 Days Ago
Update animations to fix up some timing issues and functionality
27 Days Ago
merge from healthbars_fill
27 Days Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
27 Days Ago
Updating flare rig
27 Days Ago
square hatch icon
27 Days Ago
update from main