130,652 Commits over 4,232 Days - 1.29cph!

3 Minutes 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.
7 Minutes Ago
Fix compile error
7 Minutes Ago
merge from fix_dynamic_occlusion_pooling -> main
12 Minutes 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
1 Hour 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
1 Hour Ago
Balloon stuff WIP/backup
2 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
2 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
2 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
3 Hours Ago
merge from puzzle_reset_changes -> main
3 Hours Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
3 Hours Ago
merge from puzzle_reset_changes -> main
3 Hours Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
3 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
3 Hours Ago
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3 Hours Ago
scientist_boats_improvements_3 -> naval_update
3 Hours Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
3 Hours Ago
Enable pauseUntilLooted in powerplant S2P
3 Hours Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
3 Hours Ago
updated prefab scale and added positonal offset
4 Hours Ago
Implement fuse for cannon firing
4 Hours Ago
boombox anim updates
4 Hours Ago
Pull towards the centre the further out the boats are in the deepsea
4 Hours Ago
audio files import and floating walkway audio set up
4 Hours Ago
Updated model for tactical gloves
4 Hours Ago
merge from Minifridge_IndustrialAdapter
5 Hours Ago
Jacket snow repose
5 Hours Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
5 Hours Ago
merge from naval_update
5 Hours Ago
Merge from parent
5 Hours Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
5 Hours Ago
prefab update
5 Hours Ago
prefab update
5 Hours Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
5 Hours Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
5 Hours Ago
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
5 Hours Ago
building planner texture update with new graphics
5 Hours Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
5 Hours Ago
naval_update -> scientist_boat_ai_improvements_3
6 Hours Ago
turret_head_animations -> naval_update
6 Hours Ago
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6 Hours Ago
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6 Hours Ago
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
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
Today
Update to rear 50cal character position + timing changes on front 50cal weapon anims
Today
rocket launcher rpg despawn set
Today
Fixed some indirect lighting issues with the lit shader in RRP
Today
delete phantom minifridge icon in root