201,234 Commits over 4,171 Days - 2.01cph!

3 Days Ago
fix cloud movement in timescaled demo
3 Days Ago
Remove testing stuff
3 Days Ago
Persist SyncVar arguments from within components
3 Days Ago
merge from fix_newmenu_inventory_threadsafe
3 Days Ago
import settings on bulb models
3 Days Ago
Add CCTV-helper Admin Convars
3 Days Ago
adjusted bulb prefab
3 Days Ago
SyncVars can now be used in EntityComponents
3 Days Ago
removed third material from bulbs
3 Days Ago
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.
3 Days Ago
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
3 Days Ago
Add generic method to iterate over a list with a set budget
3 Days Ago
Added container shells for farm area + LODs
3 Days Ago
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
3 Days Ago
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.
3 Days Ago
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3 Days Ago
Overcast wind 0.75 > 0.4
3 Days Ago
Toned jungle yellowing (anti-blue) down 4%
3 Days Ago
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
3 Days Ago
Fixed foggy weather having wind.
3 Days Ago
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
3 Days Ago
Old weather odds.
3 Days Ago
Merge from main
3 Days Ago
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
3 Days Ago
merge back fix for static field code gen.
3 Days Ago
Wait for a domain reload before generating code to make sure all fields are reset.
3 Days Ago
update to pilot rig cinematic
3 Days Ago
Updating deploy anim to fix shoulder issues
3 Days Ago
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3 Days Ago
session_text_fix -> new_menu2
3 Days Ago
Prevent header image from stretching in the session page
3 Days Ago
Ensure server title and logo changes properly on the session page
3 Days Ago
switched to just use cutout texture on bulbs
3 Days Ago
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
3 Days Ago
Fixing cinematic pilot suit skinning
3 Days Ago
merge from ambient_lighting_fixes
3 Days Ago
server_image_size_fix -> new_menu2
3 Days Ago
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
3 Days Ago
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
3 Days Ago
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
3 Days Ago
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
3 Days Ago
3p db shotgun reload sfx anim event
3 Days Ago
Added Tree and Deployed layers to horse grounded mask Fixes horses ragdolling on planters and dead logs
3 Days Ago
Updated the Rust.RenderPipeline package to add support for custom render passes
3 Days Ago
main -> new_menu2
3 Days Ago
fix_shockbyte_button -> main (changes were stomped)
3 Days Ago
Remove extra logs
3 Days Ago
Fix shockbyte button again
3 Days Ago
renaming anims
3 Days Ago
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