127,204 Commits over 4,171 Days - 1.27cph!

37 Minutes Ago
Add component to floating city prefab and deep sea island prefab
37 Minutes Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
Manifest Codegen
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible Position changes
Rename internall turret seat Move aim position Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Today
Fix cannon rotation being independent of the boat when turning.
Today
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
Today
Fix wrong gibs on cannon
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
Fix more rotation issues, offset the parent correctly
Point guns in the correct direction
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
Today
floating city4
Merge from monument_notification_sounds
Merge from main
Fix issues with oil rig sound notification prefab
Today
fix flexelement issues with screen resizing
Today
Add floating city to "Scenes/Monuments/" menu in editor
Today
merge from disable_island_parenting -> deep_sea
Today
Pushed a debug change by accident
Today
Portal spawns within valid bounds Vehicle whitelist cleanup
Today
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
Today
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
Today
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
Today
Consistent mat_monitorgamma convar flags Adjust formatting of VRAD usage info * Give more context to -SunSamplesAreaLight Fixed Menu Lua errors when creating presets * Due to recent changes to main menu internals Fixed crashes to do with a certain broken demo file Improve invalid model detection Make `gm_spawn` only work for .mdl files util.IsValidModel returns false if extension is not .mdl Better warning for "Unknown read error 38"
Today
merge from mesh-guide-shader-improvements (several fixes)
Today
merge from main
Today
remove most junk from elite crates
Today
fix construction guide flickering from rendering multiple LODs on top of each oither
Today
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
Today
Fix nothing rendering for real this time.
Today
fix some missing guides, render alpha cutouts
Today
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
Today
Mannequin Setup
Today
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
Today
scale lighting by scene ambient luminance, so it's not overly bright at night
Today
Remove logs
Today
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
Today
Change undo/redo painting icons to be distinct from rotation controls
Today
Add colourpicker to painting menu
Today
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
Today
Added model greybox and material for Rust 12th birthday cake