255,494 Commits over 3,990 Days - 2.67cph!

33 Days Ago
OnPlayerKilledPlayer validation Fixed warnings in HornetGunWeapon
33 Days Ago
- LODs adjustments and bolt fix
33 Days Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
33 Days Ago
Update clone prefab reference comments
33 Days Ago
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id. When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually. FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls Fixed Cloud Browser @installed tag not being filterable by query Removed unused from InputContext Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values Protocol++ Fix minor error Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root Bindless lightmaps/Lightmap Combo Removal (#1765) Multiply light cookie rgb by alpha Compile shaders Merge branch 'master' into json-free-clone2
33 Days Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
33 Days Ago
removed temporary prefab now that we have final prefabs
33 Days Ago
adobe gate/wall item definitions
33 Days Ago
final prefabs for Adobe gate and wall
33 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText
33 Days Ago
Compile shaders
33 Days Ago
Multiply light cookie rgb by alpha
33 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText
33 Days Ago
Remove debug Add Bitmap.DrawText
33 Days Ago
Leaderboard backup, run #17069
33 Days Ago
Backups pt5
33 Days Ago
Merge from primitive
33 Days Ago
Added a screenshake and camera recoil to the local player when hit while blocking
33 Days Ago
Backups pt3
33 Days Ago
Backups pt2
33 Days Ago
Backups
33 Days Ago
Scene backup
34 Days Ago
Battering ram metal impact
34 Days Ago
Battering ram engine exhaust effet
34 Days Ago
wip ui changes spawn menu cards higher
34 Days Ago
Damage states WIP
34 Days Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
34 Days Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
34 Days Ago
Shield can now only be raised for a maximum of 4 seconds However long the shield is raised the player then has to wait that long until they can raise the shield again Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again) Communicated via the on screen progress bar (aka compound bow)
34 Days Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
34 Days Ago
merge from primitive -> aux2
34 Days Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
34 Days Ago
Collider fixes
34 Days Ago
Bindless lightmaps/Lightmap Combo Removal (#1765)
34 Days Ago
Exhaust stuff
34 Days Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
34 Days Ago
merge from primitive -> aux2
34 Days Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
34 Days Ago
Remove Lightmap comborule from shadergraph graphcompiler
34 Days Ago
Door FX fixes.
34 Days Ago
Terrain trail FX.
34 Days Ago
FoliageGrid profling. RustCamera foliage grid profiling.
34 Days Ago
Test: Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once. Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
34 Days Ago
Add profiling for LODGrid.Refresh
34 Days Ago
Added the exhaust prefab
34 Days Ago
Added hatch FX.
34 Days Ago
Merge from main
34 Days Ago
Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
34 Days Ago
Compile fix
34 Days Ago
- Further polish on layer changes - Fixed bug causing animation curve to not run fully through - Ensured timer duration works ass expected - Added big ass note to the top of the file - Worked on further hiding some bow manipulations