197,304 Commits over 4,110 Days - 2.00cph!

16 Minutes Ago
abyss storage container deploy and interaction sounds
1 Hour Ago
2 Hours Ago
Merge from main
2 Hours Ago
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2 Hours Ago
merge from QA_Island
2 Hours Ago
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3 Hours Ago
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▊▄▅▉▆ ▆▆▉▊ ▆▊▍▍ -> ▋▆▋_▌▊▆█▅▍▆_█▌▉█▉▌▄▍▄▍
3 Hours Ago
Add QA Island to scene loader
3 Hours Ago
merge from party_system -> main
3 Hours Ago
Fix joinKey not being reset when team enters pool
3 Hours Ago
Update build settings
3 Hours Ago
merge from party_system -> main
3 Hours Ago
subtract 124432 - restore CraggyIsland
3 Hours Ago
Cherrypick 123243 which was commited on wrong branch (fix reconnecting to same server as party leader not prompting other users to connect)
3 Hours Ago
Mitigated the over-bright arid atmosphere haze in certain lighting conditions.
3 Hours Ago
merge from party_system -> main
3 Hours Ago
Fix party invites that arrived before the main menu was fully setup not being shown
3 Hours Ago
fix editor error
3 Hours Ago
Merge from fix_eager_cctor
4 Hours Ago
fix merge to main
4 Hours Ago
merge from party_system -> main
4 Hours Ago
Merge: from autoturret_optim - switch timing variables from float to double Tests: editor builds C+S + confirmed deployed turret scans & detects, shoots, reacts to flank shots
4 Hours Ago
Update: AutoTurret.nextShotTime -> double Tests: editor builds C+S
4 Hours Ago
Update rich presense for party members at the same time the rich presense is updated for a friend
4 Hours Ago
Update: AutoTurret.nextIdleAimTime -> double Tests: editor builds C+S
4 Hours Ago
Clean: delete AutoTurret.lastShotTime Was never set, and the code that depended on it had to do extra calcs, only to discard results. Tests: editor builds C+S
4 Hours Ago
Update: AutoTurret.nextVisCheck -> double Tests: editor builds C+S
4 Hours Ago
Fix rich presence not updating for friends inside your party
4 Hours Ago
Update: AutoTurret.lastDamageEventTime -> double Tests: editor builds C+S
4 Hours Ago
Update: AutoTurret.lastTargetSeenTime -> double Tests: editor builds C+S
4 Hours Ago
Update: AutoTurret.lastScanTime -> double Tests: builds in editor C+S
4 Hours Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon
5 Hours Ago
Steam inventory fixes, modal buttons are wired correctly
5 Hours Ago
Merge: from main
5 Hours Ago
merge from fogmethod1
5 Hours Ago
- slight blur on fog voxel texture to smooth out aliasing, works especially well on godrays - fog tweaks when going underground
5 Hours Ago
merge from indirect_instancing
5 Hours Ago
fix server build
5 Hours Ago
Merge: from pooledlist_fixes - Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList) Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
5 Hours Ago
Bugix: Reimplement PooledList(and others) via BasePooledList - Fixes incorrect pooling of inherited-from PoolingList types Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
5 Hours Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint
5 Hours Ago
Spraycan no longer loses condition while using `infiniteammo 1`
5 Hours Ago
Removed some leftover debug stuff
5 Hours Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
6 Hours Ago
Update: locking in unbox.any version - Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks) - added a unit test that validates runtime checking Tests: unit tests
6 Hours Ago
manifest
6 Hours Ago
Update: add BasePooledList template - Updated test to use it Boilerplate for various PooledList<T> implementations Tests: test now passes
Today
Fixed wrong refs