201,078 Commits over 4,171 Days - 2.01cph!

1 Hour Ago
Prevent connect modal from ocassionally throwing an NRE
1 Hour Ago
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1 Hour Ago
Bugfix: Parallel Occlusion marks entity snapshots as out of order Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore Tests: none yet, need to try validating with server demos
1 Hour Ago
Set the new map on the RHIB to use the same shader and basic setup as map views in the server browser
1 Hour Ago
Update: Escape hatch for Server sending entity messages out of order - Client skips ordering validation based on message contents Needed for the parallel server occlusion, useful for other places Tests: local SERVER+CLIENT session, though no code uses this yet
1 Hour Ago
edited chainsaw anim.controller and added strike to chainsaw effects folder
2 Hours Ago
Use a single shared 200 x 200 texture to keep costs down
2 Hours Ago
Show the real ingame map on a RHIB screen
2 Hours Ago
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
2 Hours Ago
prison update
2 Hours Ago
Clean: removing dead param from SendAsSnapshot I need the param for different logic, and it's been lost in the sauce since 2015. Tests: editor compiles
3 Hours Ago
Updated fluorescent light icons
3 Hours Ago
Updated water bottle, bota, basket and syringe override controller and entity
3 Hours Ago
Added missing editor scene view check to the Combine and ClearRenderTarget passes within the DeferredIndirectLightingPass
3 Hours Ago
Only update the ceiling fluorescent light cables when the light has been recently damaged CeilingLight code cleanup
3 Hours Ago
Animate the throttle level on the new RHIB Support reverse
3 Hours Ago
Fixed game view indirect lighting when in prefab mode
4 Hours Ago
Fixed ceiling fluorescent light collision issues
4 Hours Ago
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
4 Hours Ago
Hanging fluorescent light setup Added TransformLineRenderer for the cables
4 Hours Ago
Server compile fix
4 Hours Ago
Scientist RHIB texture and model update
4 Hours Ago
Re-enable Read/Write for collision meshes only
5 Hours Ago
Re-enable Read/Write for collision meshes only
5 Hours Ago
Fixed the lighting and shadow issues when using the Rust.RenderPipeline
5 Hours Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
5 Hours Ago
PT Boat update
5 Hours Ago
Fluorescent light prefab setup, deploy volumes, colliders, io etc
5 Hours Ago
merge from storeitem_phrase for todays skin upload
6 Hours Ago
Spotlight collider tweaks, added a large interaction collider
6 Hours Ago
minor code cleanup
6 Hours Ago
Electric table light prefab minor cleanup
6 Hours Ago
Added working compass to the new RHIB
Today
Update: Test.ServerOcclusion - rewrite perf tests - Also added ParallelJob perf test covering recent Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env. Tests: ran the perf tests
Today
Fix max health display applying modifiers twice on the client.
Today
Fixed advanced christmas lights spawning disabled bulbs
Today
added new mesh for charity plushie 01 set up new prefabs for the new plushie updated textures and materials and set up new material for plushie sash
Fixed the propellers not rotating with movement speed
Today
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Add Waterworld to the scene loader
Today
Update: Test.ServerOcclusion - update stale cases with new ones This was much more painful than expected. Need to update the perf test next Tests: ran the unit tests
Fix changelog panel looking wrong when first opening it Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
Today
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
Today
constraint editor on by default
Today
moved constraint editor to handles, re-used Unity's angular joint handles
Today
More farm set dressing WIP
Today
viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
Today
Blockout farm entrance kiosk WIP
Today
Bugfix: replacing old occlusion cache to unblock unit tests All expect-true tests are currently failing - need updating the query locations Tests: ran the Server Occlusion tests
Today
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial) - driven by OcclusionLineOfSightNoBroadcast - this thing we can test Don't like this encapsulation, but it should prevent issues like missing foundPairs. Tests: none, trivial change