198,693 Commits over 4,140 Days - 2.00cph!

18 Days Ago
merge from party_system -> main
18 Days Ago
subtract 124432 - restore CraggyIsland
18 Days Ago
Cherrypick 123243 which was commited on wrong branch (fix reconnecting to same server as party leader not prompting other users to connect)
18 Days Ago
Mitigated the over-bright arid atmosphere haze in certain lighting conditions.
18 Days Ago
merge from party_system -> main
18 Days Ago
Fix party invites that arrived before the main menu was fully setup not being shown
18 Days Ago
fix editor error
18 Days Ago
Merge from fix_eager_cctor
18 Days Ago
fix merge to main
18 Days Ago
merge from party_system -> main
18 Days Ago
Merge: from autoturret_optim - switch timing variables from float to double Tests: editor builds C+S + confirmed deployed turret scans & detects, shoots, reacts to flank shots
18 Days Ago
Update: AutoTurret.nextShotTime -> double Tests: editor builds C+S
18 Days Ago
Update rich presense for party members at the same time the rich presense is updated for a friend
18 Days Ago
Update: AutoTurret.nextIdleAimTime -> double Tests: editor builds C+S
18 Days Ago
Clean: delete AutoTurret.lastShotTime Was never set, and the code that depended on it had to do extra calcs, only to discard results. Tests: editor builds C+S
18 Days Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
18 Days Ago
Fix rich presence not updating for friends inside your party
18 Days Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
18 Days Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
18 Days Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
18 Days Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon
18 Days Ago
Steam inventory fixes, modal buttons are wired correctly
18 Days Ago
Merge: from main
18 Days Ago
merge from fogmethod1
18 Days Ago
- slight blur on fog voxel texture to smooth out aliasing, works especially well on godrays - fog tweaks when going underground
18 Days Ago
merge from indirect_instancing
18 Days Ago
fix server build
18 Days Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
18 Days Ago
Bugix: Reimplement PooledList(and others) via BasePooledList - Fixes incorrect pooling of inherited-from PoolingList types Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
18 Days Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint
18 Days Ago
Spraycan no longer loses condition while using `infiniteammo 1`
18 Days Ago
Removed some leftover debug stuff
18 Days Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
18 Days Ago
Update: locking in unbox.any version - Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks) - added a unit test that validates runtime checking Tests: unit tests
18 Days Ago
manifest
18 Days Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
18 Days Ago
Fixed wrong refs
18 Days Ago
merge from main -> party_system
18 Days Ago
merge from party_system -> main
18 Days Ago
Update: add unit test that showcases invalid PooledList<T> pooling Tests: ran the test - fail as expected
18 Days Ago
renamed - remove underscore in mapname
18 Days Ago
bake height map changes
18 Days Ago
Assign textures and bundles
18 Days Ago
QA Island scene/map setup
18 Days Ago
Add ability to add general padding Fixed locker snapping
18 Days Ago
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18 Days Ago
Can now snap an object by looking at the wall instead of looking at the ground Better calculations for Y heights Better Y heights in corners (fixes fridges) Ensure pivot offset is rotated by rotation first
18 Days Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
18 Days Ago
Icon setup
18 Days Ago
merge from main