199,215 Commits over 4,140 Days - 2.00cph!

Yesterday
meta for images
Yesterday
Add automated screenshots instead of only serialized settings, fixed lighting
Yesterday
Add store images in all sizes
Yesterday
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
Yesterday
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
Yesterday
Culling performance improvements
Yesterday
Eliminate the need to update call indices because they are stable and can be stored with each command
Yesterday
Made `count` property report the highest populated index instead of the allocated space.
Yesterday
Change proc anim components tick order, should be spine, then tail, then head
Yesterday
Do not tick procedural anim components when entity is culled
Yesterday
merge from projectile_jobs
Yesterday
Added and Setup Naval Improvised Plank Gibs
Yesterday
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
Yesterday
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
Yesterday
Added volumetric clouds option in the new settings menu
Yesterday
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
Yesterday
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
Yesterday
Modular Boats Small Ramp - First Iteration
Yesterday
Put cache under mode instead
Yesterday
Added prioritise premium toggle
Yesterday
server/none compile fix
Yesterday
cleaning up projectile TransformAccessArray properly
Yesterday
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
Yesterday
Deleted Unused Collider Mesh
Yesterday
Setup Naval Improvised Plank Prefabs, Colliders, LODS
Yesterday
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
Yesterday
Merge from main
Yesterday
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
Yesterday
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
Yesterday
Added scaffolding for steam upload testing
Yesterday
Merge from waterpump_occlusion_fix
Yesterday
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Yesterday
Smart mode sorting (mode priority first then players)
Yesterday
Sorting via mode
Yesterday
enabled batched projectiles by default
Yesterday
Merge from main
Yesterday
Swap to buffer list as its faster
Yesterday
Bake mode into server info instead of ui entries
Yesterday
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
Yesterday
Merge from main
Yesterday
WIP work to speed up culling (AVX fix)
Yesterday
WIP work to speed up culling (AVX fix)
Yesterday
Display proper mode in server entries
Yesterday
Merge from tugboat_toot 🎺
2 Days Ago
Adjuested LOD distances on floating walkways
2 Days Ago
Restore changes and fix compile errors
2 Days Ago
Foliage assets rebake
2 Days Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
2 Days Ago
Added the Rust Render Pipeline package back to the project
2 Days Ago
Reducing tricount of some floating walkway LOD0s