201,600 Commits over 4,171 Days - 2.01cph!

33 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
33 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
33 Days Ago
Modular Boats Small Ramp - First Iteration
33 Days Ago
Put cache under mode instead
33 Days Ago
Added prioritise premium toggle
33 Days Ago
server/none compile fix
33 Days Ago
cleaning up projectile TransformAccessArray properly
33 Days Ago
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
33 Days Ago
Deleted Unused Collider Mesh
33 Days Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
33 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
33 Days Ago
Merge from main
33 Days Ago
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
33 Days Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
33 Days Ago
Added scaffolding for steam upload testing
33 Days Ago
Merge from waterpump_occlusion_fix
33 Days Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
33 Days Ago
Smart mode sorting (mode priority first then players)
33 Days Ago
Sorting via mode
33 Days Ago
enabled batched projectiles by default
33 Days Ago
Merge from main
33 Days Ago
Swap to buffer list as its faster
33 Days Ago
Bake mode into server info instead of ui entries
33 Days Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
33 Days Ago
Merge from main
33 Days Ago
WIP work to speed up culling (AVX fix)
33 Days Ago
WIP work to speed up culling (AVX fix)
33 Days Ago
Display proper mode in server entries
33 Days Ago
Merge from tugboat_toot 🎺
33 Days Ago
Adjuested LOD distances on floating walkways
33 Days Ago
Restore changes and fix compile errors
33 Days Ago
Foliage assets rebake
33 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.
33 Days Ago
Added the Rust Render Pipeline package back to the project
33 Days Ago
Reducing tricount of some floating walkway LOD0s
33 Days Ago
Merge from main
33 Days Ago
Removing Rust Render Pipeline package so it can be renamed
33 Days Ago
Merge from compass
33 Days Ago
Merge from main
33 Days Ago
Setup for weapon rack
33 Days Ago
Individual trigger re-parenting test.
33 Days Ago
Testing out drawing on the in-game map, only has basic functionality right now
33 Days Ago
Merge from parent
33 Days Ago
Merge from main
33 Days Ago
Merge from hardcore_refresh
33 Days Ago
If a player has set their bagassignmode to always allowed, always preserve the final slot so that a players bag allotment can't be filled by another player This isn't really an issue in vanilla since we can just clear bags on the map, but if the bags in hardcore are in a location that hasn't been cleared they wouldn't be able to place new bags without dying
33 Days Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
33 Days Ago
Fix compile error from monument scene being deleted
33 Days Ago
merge from new_menu
33 Days Ago
Featured skin tile tweaks