137,896 Commits over 4,474 Days - 1.28cph!

13 Minutes Ago
static small generator prefab, for around back of the gas station
15 Minutes Ago
Finalized powerplant base lighting.
17 Minutes Ago
added maintainables to scene + S2P
18 Minutes 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
23 Minutes Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
24 Minutes Ago
Fix shader error in Core/Skin
47 Minutes Ago
halving quantized max value for stored data, big quality improvement
53 Minutes Ago
game_room_dlc -> main
58 Minutes Ago
Fix double navmesh on tropical island 1
1 Hour 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
1 Hour Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
1 Hour Ago
Fix oilrigs and tutorial islands navmesh not working with new system
1 Hour Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
2 Hours Ago
Fix dodgy prevent building area
2 Hours Ago
Cant place pool table in terrain anymore, has to be on a construction
2 Hours Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Hours Ago
Add an RRP quality level to prevent shader variant stripping
2 Hours Ago
Add decay to the pooltable
2 Hours Ago
Destroy pool table when ground is missing
2 Hours Ago
softened temp hitguide materials
2 Hours Ago
Fix broken top collider
2 Hours Ago
Remove old pooltable models (will prevent read/write nre)
3 Hours 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
3 Hours Ago
Update animations to fix up some timing issues and functionality
3 Hours Ago
merge from healthbars_fill
3 Hours Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
3 Hours Ago
Updating flare rig
3 Hours Ago
square hatch icon
3 Hours Ago
update from main
3 Hours Ago
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
3 Hours Ago
merge from ores_block_safezones
3 Hours Ago
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
4 Hours Ago
Block ore nodes and woodpiles from spawning in safe zones
4 Hours 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
4 Hours Ago
Merge from main
4 Hours Ago
Rock Sculpture - shader updates and fixes
5 Hours Ago
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
5 Hours Ago
changed some blockers to be of the smaller barricade size now that it's available to place
5 Hours Ago
refactored save/load commands to be serverside operations
6 Hours Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
Today
merge from main
Today
merge from skinviewer_smallbackpack
Today
Added small backpack to the skin viewer
Today
Setting up entity for weapon refresh m92
Today
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further
Today
re-order autosave tick to avoid touching native data while a job is using it
Today
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
Today
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped
Today
merge from gameui_navigation_fixes
Today
Reordered the gameui navigation to fix muscle memory, crafting button is back on the right Inventory button moves around to replace the opened menu button