201,181 Commits over 4,171 Days - 2.01cph!

Just Now
Rebase on current /main
3 Minutes Ago
Update: slightly more landscaping Tests: none, trivial changes
4 Minutes Ago
merge from main 128267
5 Minutes Ago
merge from projectiled_batched_demo_fix
6 Minutes Ago
merge from background_flickering_fix
6 Minutes Ago
merge from tutorial_video_fix_2
7 Minutes Ago
Merge from ./command_buffer_indirect because I'm stupid
8 Minutes Ago
Revert model importers and materials to the state they have on /main
8 Minutes Ago
merge from steaminventory_price_fix
9 Minutes Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
11 Minutes Ago
(WIP) SIMD frustum culling implementation
10 Minutes Ago
merge from vanilla_techtree_fix
11 Minutes Ago
merge from vanilla_techtree_fix
15 Minutes Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
22 Minutes Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
24 Minutes Ago
reduce the amount of smoke, lower volume of sfx
24 Minutes Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
27 Minutes Ago
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29 Minutes Ago
Merge from /main
30 Minutes Ago
Merge from ./vram_budget
31 Minutes Ago
Chandelier progress Prefab tweaks
32 Minutes Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
31 Minutes Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
32 Minutes Ago
Merge from ./command_buffer_indirect
47 Minutes Ago
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1 Hour Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
1 Hour Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
1 Hour Ago
lr300 animation update
1 Hour Ago
Properly break out of GetRules() if rules are null
1 Hour Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
2 Hours Ago
merge from bc_viewmodel_fixes/frontier_hatchet
2 Hours Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
2 Hours Ago
Consolidate market price error handling
2 Hours Ago
Fixed some items showing as marketable locked when they shouldn't
2 Hours Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
2 Hours Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
3 Hours Ago
Update indirect instancing tools with new mesh r/w logic
3 Hours Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
3 Hours Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
3 Hours Ago
Fix workbench tech trees in vanilla gamemode
4 Hours Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
4 Hours Ago
Enable r/w on gib models
4 Hours Ago
Enable r/w on gib models
4 Hours Ago
Updated keycard animations, override controller and entity
5 Hours Ago
Fix server description not appearing on the very first server you click on after game launch
5 Hours Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
5 Hours Ago
Fix bug preventing the images from changing in subsequent calls
5 Hours Ago
Only update the loading screen image provided its been over a certain time period since you seen the last one