130,658 Commits over 4,232 Days - 1.29cph!

11 Minutes Ago
Update TerrainCopyPaste to generate undo snapshots before pasting
27 Minutes Ago
Merge from main
33 Minutes Ago
Fixed tech tree editor window populate buttons not working
1 Hour Ago
Merge: from baseplayer_serverupdateparallel - Optim for OcclusionV2 - remove extra hash lookup in a busy loop Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
1 Hour Ago
Merge from fix_use_bundles
1 Hour Ago
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame Turns out didn't need to make the other half of changes Tests: used invis close and far away
1 Hour Ago
Update: UseOcclusionV2 - simplify toggling invis - when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end - when disabling invis, skip sending snapshots - occlusion will handle it Halfway to remove the constant hashSet.Remove calls in GatherPairs loop Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
1 Hour Ago
Fix compile error
1 Hour Ago
merge from fix_dynamic_occlusion_pooling -> main
1 Hour Ago
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
3 Hours Ago
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
4 Hours Ago
Balloon stuff WIP/backup
4 Hours Ago
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
4 Hours Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators - Bugfix for leaking players in occlusion groups Tests: spectated players from far away. Inspected server state after killing a sleeper
4 Hours Ago
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually. Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
4 Hours Ago
merge from puzzle_reset_changes -> main
4 Hours Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
4 Hours Ago
merge from puzzle_reset_changes -> main
4 Hours Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
5 Hours Ago
Entity.GetCycle returns 0 instead of nil for invalid entities Make Faceposer flexes appear in the same order as in the model Fixed potential server crash Clamp a bunch of Lua binding enum inputs to valid values * Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT More input clamping for enum inputs Fix last static prop not rendering
5 Hours Ago
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5 Hours Ago
scientist_boats_improvements_3 -> naval_update
5 Hours Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
5 Hours Ago
Enable pauseUntilLooted in powerplant S2P
5 Hours Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
5 Hours Ago
updated prefab scale and added positonal offset
6 Hours Ago
Implement fuse for cannon firing
6 Hours Ago
boombox anim updates
6 Hours Ago
Pull towards the centre the further out the boats are in the deepsea
6 Hours Ago
audio files import and floating walkway audio set up
6 Hours Ago
Updated model for tactical gloves
Today
merge from Minifridge_IndustrialAdapter
Today
Jacket snow repose
Today
Lowered the industrial adapter socket so its not floating above the fridge when deployed
Today
merge from naval_update
Today
Merge from parent
Today
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Today
prefab update
Today
prefab update
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4 - S2P
Today
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
Today
building planner texture update with new graphics
Today
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
Today
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Today
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Today
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Today
Merge: from main