197,513 Commits over 4,110 Days - 2.00cph!

48 Minutes Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
1 Hour Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
1 Hour Ago
Merge from main
1 Hour Ago
(subtract) to get the right value
1 Hour Ago
Implemented store DLC tab, wired the dlc overlay pages
1 Hour Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
1 Hour Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
2 Hours Ago
Reverted 123230 "merge from session_analytics", needs more work
3 Hours Ago
Do not build bootil 64 bit on linux/osx
3 Hours Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
3 Hours Ago
Fix NRE from party menu trying to render when opening DM menu in chat
3 Hours Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
4 Hours Ago
merge from fogmethod1
4 Hours Ago
correct default max brightness
4 Hours Ago
merge from indirect_instancing
4 Hours Ago
smooth out abrupt fog/lighting change when going underground
4 Hours Ago
Re-enabled instancing for the Nature/Cliff shaders
4 Hours Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
5 Hours Ago
merge from fogmethod1
5 Hours Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
6 Hours Ago
Added extra sanity checks to projectile consistency testing
6 Hours Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
6 Hours Ago
patrol_heli_revision_fixes -> main
6 Hours Ago
Fix strafe think NRE Remove logs
6 Hours Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
Today
Update connect modal design
patrol_heli_revision_fixes -> main
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
Today
merge from main
Today
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
Today
added missing effects update on batched projectiles and retiring into the prefab pool
Today
Fixed argument mismatch on one of the auto turret tests
Today
clear static test field in pet-test teardown
Today
Codegen
Today
Resolved auto turret merge conflicts
Today
Clean: simplify previous bugfix Tests: ran the unit test
Today
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
Today
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
Today
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Today
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
Today
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
Dont try and flee to a monument if you're already inside one (improved)
Today
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
Today
updated the diy hammock from blockout to finalised mesh and textures
Today
merge from main (AutoTurret.Server conflicts)
Today
Store DLC tab wip
Today
Restored UIBackgroundBlur-IngameMenu mat
Today
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
Today
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)