200,001 Commits over 4,140 Days - 2.01cph!

6 Years Ago
[d11]Optimise PlayerWalkMovement.HandleDucking Async sphere cast.
6 Years Ago
[D11] [Audio] Temp hack that allows me to checkin current voice code to main branch
6 Years Ago
Added TriggerForce (not working, just a stub)
6 Years Ago
6 Years Ago
6 Years Ago
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
6 Years Ago
Barren now has harbors, oil rigs and water wells
6 Years Ago
wheel kill and better lerping
6 Years Ago
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
6 Years Ago
Removed large monuments and prefab mountains on smaller maps
6 Years Ago
func_breakable_surf break sounds are no longer played at the 0, 0, 0 position func_breakable_surf and other entity impact sounds are no longer played at 0,0,0 position
6 Years Ago
[D11] Ensure the Controls UI display selects the correct control method when opening
6 Years Ago
[D11] oops - checked in by mistake
6 Years Ago
[D11] WIP teleport with rotation
6 Years Ago
Update 'branding' script less frequently
6 Years Ago
Added LightLOD to shadow casting lights in monuments (Airfield, Launch Site, Military Base, Compound)
6 Years Ago
[D11][UI] Wip white list player option
6 Years Ago
VideoOut audio support video.record test command - saves game to mp4 (not really fast enough for live gameplay capture)
6 Years Ago
turn optimization
6 Years Ago
small optimisation to OBB.ToBounds
6 Years Ago
oops, actual compile fix
6 Years Ago
compile fix
6 Years Ago
[D11] [UI] Quick fix for VitalInfo.cs causing periodic layout rebuilds. Will implement a more thorough fix shortly (removal of runtime formatting for strings). Fixed some minor item icon property inconsistencies and added all item icons to sprite atlas via packing tag.
6 Years Ago
6 Years Ago
[D11] [Audio] Checking in before switching to optimisation tasks
6 Years Ago
slightly reduced the overhead of the performance UI
6 Years Ago
New gang code complete. NPC gangs are now added based on existing Gang HQ buildings on any given map, like in Gang Warfare mode. So there's no potential issue with a predetermined list not matching what's actually available.
6 Years Ago
[D11] Correction for the Controls B/Building display
6 Years Ago
[D11] [UI] Added child canvas components to pie menus to help reduce layout rebuild time.
6 Years Ago
Gang work
6 Years Ago
Added arid biome checks to giant excavator
6 Years Ago
Minor warnings cleanup
6 Years Ago
Fix gang prefab naming
6 Years Ago
[D11] Set Options/Settings to open on the previously opened page, rather than always open at the initial one.
6 Years Ago
Fixed RF broadcaster clipping through walls
6 Years Ago
Simplified the PlayerGang dictionaries to lists, as nothing was using the dictionary part anyway.
6 Years Ago
WIP NPC Gang work
6 Years Ago
Allow items to be deployed under water barrel
6 Years Ago
more UI optim, disabled UI raycaster on a lot of stuff, more canvas split etc
6 Years Ago
Merge fixes Main->Mission branch
6 Years Ago
resource production
6 Years Ago
Fixed two mission bugs that broke missions after your character died
6 Years Ago
Tokens, player info
6 Years Ago
Payphone on my test map + removing a log
6 Years Ago
OnClientTaskComplete "next task" skips ones that are set to not show. Also refactored the show/not show var.
6 Years Ago
start/stop work, belt work
6 Years Ago
Optimized native path for WaterSystem.GetHeight; now over 5x faster Optimized native path for WaterSystem.GetHeight array; now over 10x faster Added managed fallbacks Updated x86_64/RustNative.dll
6 Years Ago
videoout tests
6 Years Ago
more ui optim, replacing animation on outcome panel
6 Years Ago
engine/power setup