138,964 Commits over 4,474 Days - 1.29cph!

20 Minutes Ago
Saverestore adjustments Remove trailing "f" from convar default values and other places * Namely some shader parameter defaults (not sure if they are used tbh) Add note in code about what CWin32Surface is for Added map icons for new TF2 maps Make surface.PlaySound not be spatialized (ignore DSPs) * Basically disables map echo on UI sounds Added "Enable Stereo Enhancements" option to Audio options tab * This was previously only silently enabled if player chose "High" audio quality and "Headphones" Speaker Configuration Change Weapon_*.Empty soundscript channels * So the Empty sounds don't interfere with firing sounds or the reload sounds Update light origin on some PHX train track models * Basically a trial run for a Sandbox tool to do this fast, 150 models changed Added Hacked Manhack to spawnmenu
2 Hours Ago
merge from airfield_maintainble_features
2 Hours Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
2 Hours Ago
merge from game_room_dlc
2 Hours Ago
prefab update in airfield scene + S2P
2 Hours Ago
Fix pool "leave game" not working due to using the same reset game rpc, rename it to "cancel" Better icon + description Fix dartsgame phrase conflict Codegen, phrases
2 Hours Ago
airfield fixes & updates - second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power) - added better indicators with flashing lights for charging stages - remove "mockups" from maintainable folder name - manifest
4 Hours Ago
Crash impact.
5 Hours Ago
merge from shieldonback
5 Hours Ago
merge from PlayerMaintainedMonuments
6 Hours Ago
Merge: from fix_unitask_taskpool - Bugfix for not-thread-safe taskpool Tests: unit tests + booted into craggy with Jobs 4
6 Hours Ago
Update: merge up to UnitTask/d239195 - Bugfix for buggy task pool returning dupes Tests: booted into craggy, unit tests
Merge from PlayerMaintainedMonuments/powergrid
Today
Fixed collared shirt having 0 protection values
Merge from PlayerMaintainedMonuments
Merge from main
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4 - Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use All still subject to change - Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before - Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue S2P compound/outpost
Today
bar stools - updated meta - reduced ao maps
Today
pool table - removed duplicate colliders from art prefab - added art prefab to deployable prefab with MeshLOD setup - omitted LODGroup version from deployable - updated prefabs
Today
merge from water_treatment_plant_maintainables
Today
scene with prefab updates + S2P for WTP monument
Today
wtp maintainables fixes&updates - cant put water into pipes - fixed cant take water out of pipes through UI - gearbox switched to using Syncvar (cleaner) - gearbox fixed "" invoke - gearbox fixed double network update w flags - add ResetIOState for water pipe broadcaster - add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold - manifest - fixed collider on water spout of pipes - added a pipe to WTP monument, close to the spinner tank - increased max power output threshold of gearboxes to 150 - increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around) - 3 -> 2 gearboxes at monument, one on top of main silo, one on ground - improved debugging command for water treatment tank logging - prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc) - increased pipe frequency - tweaked pipe terrain generation
Rin
Today
Initial heavy fuse loot pool
Today
Master key first pass animations
Today
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
Today
Add clan ID to Rust+ clan announcement push notification data
Today
merge from game_room_dlc
Today
Fix some issues with the pool table reset game interaction checks Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv Only show the "processing" interaction to participants Fix duplicate bone name
Today
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
Today
puzzle test case (cardreader + fuse doesn't reset)
Today
Bar Stools - Updated colliders, created and setup worldmodel prefabs
Today
pool table - added gibs - updated prefab gibbable
Today
Enable require build priv on pool table pickup
Today
Cow and sheep animation speed updates
Today
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
Today
Fixed lighting/camera setup in sculpting dialog
Today
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
Today
merge from main :)
Today
Fix shields being visible when they shouldnt be + melee throwing bugs
Today
merge from main
Today
making all ladder hatches have unique uv's
Today
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Today
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Today
Manifest, fixes launch issue
Today
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Today
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
Today
Fix normals in edit mode
Today
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Today
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async