201,026 Commits over 4,171 Days - 2.01cph!

Today
removed third material from bulbs
Today
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
Today
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Today
Add generic method to iterate over a list with a set budget
Today
Added container shells for farm area + LODs
Today
Update: moving occlusion notification logic to it's own utility func Realized I'll need it for the task-enabled SendNetworkPositions Tests: none, trivial change
Today
Merge from fogmethod1: - Use old weather chance odds. - Fixed fog having a wind value. - Fixed overcast & rainheavy having too high a wind value. - Slightly cooled the jungle haze color.
Today
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Today
Overcast wind 0.75 > 0.4
Today
Toned jungle yellowing (anti-blue) down 4%
Today
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
Today
Fixed foggy weather having wind.
Today
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs - Also fixed invalid allocator use for a native list - TempJob was wastefull In the middle of writing SendNetworkPositions, and realized previous interface could be error prone Tests: none, trivial change
Today
Old weather odds.
Today
Merge from main
Today
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
Today
merge back fix for static field code gen.
Today
Wait for a domain reload before generating code to make sure all fields are reset.
Today
update to pilot rig cinematic
Today
Updating deploy anim to fix shoulder issues
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session_text_fix -> new_menu2
Prevent header image from stretching in the session page
Ensure server title and logo changes properly on the session page
Today
switched to just use cutout texture on bulbs
Today
Update: starting work on batched BasePlayer.NetworkPositionTick Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Today
Fixing cinematic pilot suit skinning
Today
merge from ambient_lighting_fixes
server_image_size_fix -> new_menu2
Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
Today
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
Today
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
Today
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
Today
3p db shotgun reload sfx anim event
Today
Added Tree and Deployed layers to horse grounded mask Fixes horses ragdolling on planters and dead logs
Today
Updated the Rust.RenderPipeline package to add support for custom render passes
main -> new_menu2
fix_shockbyte_button -> main (changes were stomped)
Remove extra logs
Fix shockbyte button again
Today
renaming anims
Today
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Today
Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2
Today
Fixed store search using empty takeover names instead of GetItemName
Today
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
Today
merge from main
WIP test stuff
Today
Fix build error due to InstanceHandleList
Today
Reset meshes to their state in /main
Today
Reset meshes to their state in /main