137,890 Commits over 4,474 Days - 1.28cph!

3 Days Ago
Fix darts game board breaking aux1 builds
3 Days Ago
gamesroom shotgun trap - fix ansio setting for specgloss texture map
3 Days Ago
Enabled/Disabled states for freezer
3 Days Ago
gamesroom shotgun trap - added guide model for consistancy - updated prefab - updated game model
3 Days Ago
Merge from playermaintainedmonuments
3 Days Ago
Merge from satellite_crash, keeping the monuments in conflict from this branch
3 Days Ago
merge from smallbackpack_workshop_setup - made small backpack skinnable
3 Days Ago
Codegen
3 Days Ago
Pooltable: - Fully swap pooltable 3p animations to an animation subsystem - Dont use leg animators anymore - Rip out player animation test code - When destroying an animation subsystem ensure the system is disabled - Fix floating deployable
3 Days Ago
Fix skinned legs/hands getting culled when using debug cam
3 Days Ago
Merge from main
3 Days Ago
S2P powerplant
3 Days Ago
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests - fix TestPlayer.UpdateSubscriptionsConsistency unit test Tests: ran unit test
3 Days Ago
Merge from PlayerMaintainedMonuments
3 Days Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
3 Days Ago
Fix vignette settings remapping
3 Days Ago
Add screen_blur_UI_RRP volume asset
3 Days Ago
Merge from main
3 Days Ago
fixed up rotation on icon for smallbackpack and re-rendered icon
3 Days Ago
Setup night vision overlay and volume
3 Days Ago
merge from main
3 Days Ago
Better update process (pause and resume the playable, don't manually evaluate it)
3 Days Ago
gamesroom shotgun trap - game model updated - textures added with bake preview - max res set to 1k for skin - updated material - updated prefab
3 Days Ago
3 Days Ago
Stop pooltable floating
3 Days Ago
Pool table aiming logic is now client controlled - this gets around any latency. Server will validate proposed changes.
3 Days Ago
Clean: initial pass of removal Jobs 2 code - removed hand-rolled async state machines - removed all code dependent on !UseUniTasks Tests: compiles
3 Days Ago
Added new sounds for supermarket freezer
3 Days Ago
Merge: from culling_falsepos_improve - Update: restore culling.debugshowstats functionality Tests: built debug client standalone, used the command in editor
3 Days Ago
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work - remove UNITY_EDITOR defines Tests: built debug client standalone
3 Days Ago
merge from main
3 Days Ago
Fixed the rendering of the night light and prevented it from rendering during the day
3 Days Ago
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
3 Days Ago
merge from piemenu_binds_feedback
3 Days Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
3 Days Ago
Fixed some letter being truncated
3 Days Ago
CRLF to LF line endings for the BlurOptimized shader
3 Days Ago
Added the night light renderer feature and pass
3 Days Ago
texture update to wooden crate 2
3 Days Ago
remaining items
3 Days Ago
elite crate and wooden crate 2
3 Days Ago
Added the night light volume component
3 Days Ago
merge from main
3 Days Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
3 Days Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
3 Days Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
3 Days Ago
Fix RRP colour grading Lift not being applied correctly
3 Days Ago
Freezer fx tweaks & cleanup
4 Days Ago
Removed animator from non-interactive elevator door in destroyed wing
4 Days Ago
Merge from main