134,853 Commits over 4,293 Days - 1.31cph!

41 Minutes Ago
update all ornate frames with label code
1 Hour Ago
Light up Picture frames - added lods to xl and xxl versions, swapped material to new standard shader, fixed paintable area UVs
1 Hour Ago
Fix the values so they can orbit smoothly
2 Hours Ago
Merge: from main
2 Hours Ago
Bugfix: OcclusionGroups - eagerly clean up occlusion group when teleporting - consolidated occlusion-group leaving logic Caught the bastard - due to over-time nature of subscription updating, there was a window in which the player could teleport and disconnect, leading to a leak of occlusion group and a null participant. Tests: on client, teleport2marker;kill, then separatelly disconnect; then on server run OcclusionValidateGroupson - all's gud
2 Hours Ago
Fix some minor bugs with the new orbit state. Still needs some more work
3 Hours Ago
Updating skinning for paintball overalls
3 Hours Ago
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world) - Updated world rig with updated model - Updated bounds in .worldmodel & .entity - Re-cached textures in .viewmodel (material updates broke this connection)
4 Hours Ago
paintable reactive target rig/anims exported and setup in prefab. Also world model animator controller created
4 Hours Ago
merge from artist_pack_dlc
4 Hours Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
5 Hours Ago
Add hack to not check if underwater if parented to a ghostship
5 Hours Ago
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
5 Hours Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
5 Hours Ago
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
5 Hours Ago
Extra debugging Simplify the state Increase radius
6 Hours Ago
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
6 Hours Ago
merge from main
Today
mirror 05 model and collision
boatai_avoid_trigger_fix -> main
Today
Save for debugging
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
Today
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
Today
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Today
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
Today
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
Today
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
Today
Fix potential "Look rotation viewing vector is zero" error
Today
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Today
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
Today
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
Today
▉ ▌▋▇▅█ █▌▅▆ ▅▅▄█▅▄▇▌▋█▄▊▋▆▅▊▇▇▊▅▋▊█▅▊▌▋
Today
▄ ▉▄▅ ▋▊▍▇ ▄▌███ ▌██▍▆▋▅ ▍▇▉▍ ▄▍▉▊ █▇▇▇ ▄▅▆▌▌ ▊▍▅▆▊▅▆▋▍▄▅▍ ▌▋▆▇ ▉▉ ▊▍▅▄▋▄▆▍▋▉▅▇▆ ▊▊▉▆▆▉▌
Today
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
Today
merge from main
Today
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
Today
▇▌▋▆▊▋ ▍▌▍▉ ▌▇▆▆▅▌▅▊█▊▋▅▄▋▆▆▋▅▍▄▄▍
Today
▋▉▄▄▅▌▉ ▇▌▆▄ ▊▉▊█▅▋▄█▆▊▍▌█▅▉▍
Today
Change steering wheel lock sound
Today
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
Today
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
Today
Merge from kinematic_asleep_magnet
Today
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
Today
add deep sea version for environment volume properties ocean overrides
Today
Merge from dropped_item_optim
Today
merge from indirect_instancing
Today
rebase on main
Today
Properly cull underground objects when Indirect Instancing is enabled
Today
Progress
Today
Rename queue budget