127,981 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
10 Minutes Ago
merge from boatspawner_nudge_fix
11 Minutes Ago
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12 Minutes Ago
merge from iceberg_icesheet_barricade_fix
30 Minutes Ago
Fix typo in CommandBuffer.EndSample() name
32 Minutes Ago
floating_city_casino signs prefabs layers, missing mesh cull
57 Minutes Ago
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
1 Hour Ago
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
1 Hour Ago
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
1 Hour Ago
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing) Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing Seems to save about 0.6ms/frame in an isolated bandit town
3 Hours Ago
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
4 Hours Ago
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
5 Hours Ago
Subtract 133193 (cinematic_play_fallback)
6 Hours Ago
Merge from naval_update/floating_cities
6 Hours Ago
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless S2P floating city 1+2+3
Today
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pt_boat_gameplay_pass -> naval_update
Compile fixes
naval_update -> pt_boat_gameplay_pass
Add client prediction to ServersideMountedWeapon aiming This means players can now move the turret around indepdently of the server Do reconcilliation on server receive state (if out of date enough) This is now just a checkbox on any ServersideMountedWeapon. Still requires some further improvements, but will work for now Also added seat caching to Mounted Weapons
Today
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Today
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Today
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Today
Merge from naval_update
Today
ocean tropical shore stuff
Today
Tropical palm LODs slightly extended because the islands are small and we can afford it. Nudged trumpet tree canopy alpha clip a small fraction denser.
Today
merge from painting_colourpicker
Today
Final'ish.
Today
Undergrowth material tweaks.
Today
Tropical variant of Strangler
Today
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
Today
Profile the shit out of everything
Today
merge from optimize_auth_list -> main
Today
Make a warning editor only to avoid tanking fps
Today
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Today
Merge from parent
Today
merge from optimize_findbyid -> main
Today
Final'ish spawn tables.
Today
Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
Today
merge from naval_update -> deep_sea
Replaced mesh cull with rendererLOD on casino barge decks
Casino baked LODs
Today
floating city 4 latest
Today
Merge from boat_building