136,105 Commits over 4,444 Days - 1.28cph!

3 Days Ago
satellite blockout progress
3 Days Ago
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
3 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
3 Days Ago
Merge: from waterlevel_deepsea_sample_fix - Bugfix for water level queries incorrectly mixing deep sea and overworld states - Bugfix for deep sea ocean sim using overworld heightmap - Simplified TerrainHeightMap API Tests: ran unit tests, booted into craggy, explored deep sea and swam around
3 Days Ago
Merge from apartment_complex_monument
3 Days Ago
Merge from main
3 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
3 Days Ago
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it Tests: booted into craggy
3 Days Ago
Subtract merge from main 154957
3 Days Ago
Added sounds to the rentable shops at the apartment complex
3 Days Ago
Lighting prefab update
3 Days Ago
added third option for roll container
3 Days Ago
▉▄▊▅▇▊ ▌▌▅▋▌▍▇ ▉▇▊▊▉▊▌▌▉▌ ▊▋▌▅▆▊▌▍▋▍▌▇▅ ▉▄▇█ ▅▇▇▋▆▆ ▊▄▄█▉▆ ▅▄▉▄▆▄▇█▉ ▊▆▇▋▄▄█▅▅▅ ▉▆▅▊▉▅▄█▉▅▅▅ ▆▆▋ ▉▌ ▆▇▌█ ▊▌▍ ▉▄▄▍▅▆▅
3 Days Ago
Merge: from main
3 Days Ago
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst Tests: none, trivial changes
Rin
3 Days Ago
merge from clan_table_box
Rin
3 Days Ago
Adjusted prevent building volumes to allow box deployment under the clan table Added foliage displacement
3 Days Ago
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
3 Days Ago
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea Tests: WaterLevel unit tests pass
3 Days Ago
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
3 Days Ago
merge from main
3 Days Ago
Targeting flashes
3 Days Ago
Basic implementation of softcore 'raiding windows' This prevents raiding outside of predefined server hours. - Prevent building block damage outside the window (by projectile or explosive) - Freshly placed tool cupboard (up to an hour) can be raided even outside the window - Melee damage is still allowed - Twig is always breakable - Can't fire MLRS outside the window - Per server convars for control (ability to also customize weekend hours) - Setup to a open/close noise when the window opens or closes
3 Days Ago
Recalculate bounds on the champagne firework `MortarChampagne`
3 Days Ago
Planter bench colliders Scene2prefab
3 Days Ago
Recalculated bounds on medium battery
3 Days Ago
Recalculated bounds on water barrel
3 Days Ago
More map anim/behaviour tweaks
3 Days Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
3 Days Ago
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
3 Days Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
3 Days Ago
Updating poker bandana skinning
3 Days Ago
merge from optim_bonerenderer
3 Days Ago
push codegen
3 Days Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
3 Days Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
3 Days Ago
Wooden Arrow Revamp
3 Days Ago
Switch to delta
3 Days Ago
Removed duplicate LOD material
3 Days Ago
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
3 Days Ago
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
3 Days Ago
Port viewmodel motion vector pass to RRP
3 Days Ago
Battery fixes
3 Days Ago
snapping_fixes -> main
3 Days Ago
merge from main
3 Days Ago
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
3 Days Ago
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
3 Days Ago
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data - got rid of bespoke height and normal sampling from HeightMapQueryStructure - bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
4 Days Ago
merge from batteringram_wheels_fix
4 Days Ago
merge from wallpaper_fixes2