130,654 Commits over 4,232 Days - 1.29cph!

3 Minutes Ago
Merge from fix_use_bundles
26 Minutes 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
35 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.
39 Minutes Ago
Fix compile error
38 Minutes Ago
merge from fix_dynamic_occlusion_pooling -> main
43 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
2 Hours Ago
Balloon stuff WIP/backup
3 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
3 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
3 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
4 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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4 Hours Ago
scientist_boats_improvements_3 -> naval_update
4 Hours Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
4 Hours Ago
Enable pauseUntilLooted in powerplant S2P
4 Hours Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
4 Hours Ago
updated prefab scale and added positonal offset
4 Hours Ago
Implement fuse for cannon firing
5 Hours Ago
boombox anim updates
5 Hours Ago
Pull towards the centre the further out the boats are in the deepsea
5 Hours Ago
audio files import and floating walkway audio set up
5 Hours Ago
Updated model for tactical gloves
5 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
6 Hours Ago
prefab update
6 Hours Ago
prefab update
6 Hours Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
6 Hours Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
6 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
6 Hours Ago
building planner texture update with new graphics
6 Hours Ago
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
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