159,399 Commits over 4,566 Days - 1.45cph!

11 Minutes Ago
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
1 Hour Ago
Fix tests
1 Hour Ago
Set a bunch of textures to non readable
1 Hour Ago
Update: meta changes for some(?) textures on reimport Tests: none
1 Hour Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
1 Hour Ago
Update: automatic package upgrades Tests: none
1 Hour Ago
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
1 Hour Ago
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1 Hour Ago
merge from server_packet_capture -> main
1 Hour Ago
merge from boat_dismount_points_preprocess
2 Hours Ago
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
2 Hours Ago
Codegen
2 Hours Ago
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
2 Hours Ago
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
2 Hours Ago
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3 Hours Ago
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3 Hours Ago
Merge from main
3 Hours Ago
merge from render_pipeline_testing
3 Hours Ago
implement texel density vizzer in RRP
3 Hours Ago
Merge from icon_ui_optim
3 Hours Ago
don't render water in preview cameras
4 Hours Ago
merge from boateditmode_priv_fix
4 Hours Ago
Fixed client showing boat privilege for edit mode boats you have no auth on
4 Hours Ago
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
4 Hours Ago
Canvas/UI gamepad optimisations
4 Hours Ago
biofuel_generator_anim_fixes -> main
4 Hours Ago
Security room cleanup
4 Hours Ago
tattoo shader fixes - fix player looking hella dead - fix tattoos cappe at 65% opacity also lowered brush max size again, 0.5-3
4 Hours Ago
added seagull flock mesh, textures and material. created a seagull flock prefab
4 Hours Ago
network_optims -> main
4 Hours Ago
Hook missing cow and sheep eating variants, and sheep happy canter
5 Hours Ago
merge from 3p_idle_throw_grenades_fix
5 Hours Ago
merge from main
5 Hours Ago
Set up custom offset in alien costume
5 Hours Ago
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
Remove support for direct connections to the Rust+ websocket, not used anymore
5 Hours Ago
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
5 Hours Ago
merge from deepsea_unloading
5 Hours Ago
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
5 Hours Ago
codegen fix after merge
5 Hours Ago
Remove unneeded CausedBy function
6 Hours Ago
Renaming and retuning
6 Hours Ago
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
Today
Updating nailgun viewmodel rig with updated mesh
Today
merge from ui_misc_optims
Today
Update supported shaders list
Today
merge from main
Today
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