155,863 Commits over 4,536 Days - 1.43cph!

2 Months Ago
keyboard prefab setup updates
2 Months 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
2 Months 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)
2 Months Ago
Merge from main
2 Months 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
2 Months Ago
merge from fix_apartment_race_purchase -> main
2 Months 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
2 Months 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
2 Months Ago
Fix powerplant fuse condition loss not using tick deltatime
2 Months Ago
Cow lean animations for the 3 main cycles
2 Months 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
2 Months Ago
Stripped out ConsoleInput from the client
2 Months 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
2 Months Ago
merge from gas_station_maintainables
2 Months 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.
2 Months Ago
triangle ladder hatch icon
2 Months Ago
static small generator prefab, for around back of the gas station
2 Months Ago
Finalized powerplant base lighting.
2 Months Ago
added maintainables to scene + S2P
2 Months 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
2 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
2 Months Ago
Fix shader error in Core/Skin
2 Months Ago
halving quantized max value for stored data, big quality improvement
2 Months Ago
game_room_dlc -> main
2 Months Ago
Fix double navmesh on tropical island 1
2 Months 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
2 Months Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
2 Months Ago
Fix oilrigs and tutorial islands navmesh not working with new system
2 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
2 Months Ago
Fix dodgy prevent building area
2 Months Ago
Cant place pool table in terrain anymore, has to be on a construction
2 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Months Ago
Add an RRP quality level to prevent shader variant stripping
2 Months Ago
Add decay to the pooltable
2 Months Ago
Destroy pool table when ground is missing
2 Months Ago
softened temp hitguide materials
2 Months Ago
Fix broken top collider
2 Months Ago
Remove old pooltable models (will prevent read/write nre)
2 Months 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
2 Months Ago
Update animations to fix up some timing issues and functionality
2 Months Ago
merge from healthbars_fill
2 Months Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
2 Months Ago
Updating flare rig
2 Months Ago
square hatch icon
2 Months Ago
update from main
2 Months Ago
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
2 Months Ago
merge from ores_block_safezones
2 Months Ago
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
2 Months Ago
Block ore nodes and woodpiles from spawning in safe zones
2 Months Ago
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places