138,945 Commits over 4,474 Days - 1.29cph!

18 Minutes Ago
pool table - removed duplicate colliders from art prefab - added art prefab to deployable prefab with MeshLOD setup - omitted LODGroup version from deployable - updated prefabs
26 Minutes Ago
merge from water_treatment_plant_maintainables
27 Minutes Ago
scene with prefab updates + S2P for WTP monument
29 Minutes Ago
wtp maintainables fixes&updates - cant put water into pipes - fixed cant take water out of pipes through UI - gearbox switched to using Syncvar (cleaner) - gearbox fixed "" invoke - gearbox fixed double network update w flags - add ResetIOState for water pipe broadcaster - add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold - manifest - fixed collider on water spout of pipes - added a pipe to WTP monument, close to the spinner tank - increased max power output threshold of gearboxes to 150 - increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around) - 3 -> 2 gearboxes at monument, one on top of main silo, one on ground - improved debugging command for water treatment tank logging - prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc) - increased pipe frequency - tweaked pipe terrain generation
Rin
54 Minutes Ago
Initial heavy fuse loot pool
55 Minutes Ago
Master key first pass animations
1 Hour Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
3 Hours Ago
Add clan ID to Rust+ clan announcement push notification data
3 Hours Ago
merge from game_room_dlc
3 Hours Ago
Fix some issues with the pool table reset game interaction checks Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv Only show the "processing" interaction to participants Fix duplicate bone name
3 Hours Ago
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
3 Hours Ago
puzzle test case (cardreader + fuse doesn't reset)
4 Hours Ago
Bar Stools - Updated colliders, created and setup worldmodel prefabs
4 Hours Ago
pool table - added gibs - updated prefab gibbable
4 Hours Ago
Enable require build priv on pool table pickup
5 Hours Ago
Cow and sheep animation speed updates
5 Hours Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
5 Hours Ago
Fixed lighting/camera setup in sculpting dialog
5 Hours Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
6 Hours Ago
merge from main :)
6 Hours Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
6 Hours Ago
merge from main
6 Hours Ago
making all ladder hatches have unique uv's
6 Hours Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
6 Hours Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
6 Hours Ago
Manifest, fixes launch issue
6 Hours Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
6 Hours Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
Today
Fix normals in edit mode
Today
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Today
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
Today
Merge from main
Today
center block from sculpture setup data in dialog creation
Today
mbp instead of material instance
Today
Use geo clip terrain normal sampled in vertex shader
Rin
Today
merge from PlayerMaintainedMonuments/powergrid
Rin
Today
Supermarket fridge loot pass s2p
Today
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Today
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
Today
Add new packed textures
Today
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
Today
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
Today
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Today
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Today
Merge from main
Today
Merge from JulQuickfire_balane1
Today
Merge from videoplayer_volume
Today
Merge from lunar_masks_wolf_headress
Today
Merge from main
Today
Fixes