201,578 Commits over 4,171 Days - 2.01cph!

38 Minutes Ago
UI_ServerEntry loc fix again, added vanilla and fixed the fallback
45 Minutes Ago
RustText code cleanup and comments
1 Hour Ago
Server browser and nucleus loc fixes
1 Hour Ago
Fixes when updating an existing code declared phrase values
2 Hours Ago
Server entry gamemode tag loc fixes
2 Hours Ago
Replaced ~50 instances of RustText.text for SetText or SetPhrase Will do the rest later, 150 to go
2 Hours Ago
New spotlight model and prefab setup
3 Hours Ago
Codegen
3 Hours Ago
Fixed language option label not resetting its formatting after switching from an RTL language
3 Hours Ago
Fixed phrase edit not refreshing english base strings
3 Hours Ago
Updated charity plushie textures and materials re-renderd icon
4 Hours Ago
Some cleanup Restored the Rebuild Phrases menu item, as a fast path for most users
5 Hours Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for IndexOutOfRange when updating player state cache Tests: none
5 Hours Ago
Merge: from main Tests: none
5 Hours Ago
Bugfix: IndexOutOfRange exception when updating player state cache Affected both UsePlayerUpdateJobs 1 and 2 Tests: none, simple change
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Server compile fixes
5 Hours Ago
All buttons functionnal on the localization tools window Removed the old menu items
Rin
5 Hours Ago
Road and rail splat
5 Hours Ago
Fix merge from addtional_workshop_screenshots
5 Hours Ago
merge from additional_workshop_screenshots -> main NOTICE: This includes an update to Facepunch.Steamworks
5 Hours Ago
fix compiler define error
6 Hours Ago
Cozy Beanbag Seat - Updated GIBs and icon
Today
Added a localization window where we can fire all the loc update actions from Started moving everything to coroutines so it doesn't stall the main thread
Rin
Today
Completed ring rail
Today
Use seconds instead of ms for demo time now that we're using doubles.
Rin
Today
More rail progress and sculpting
Today
Merge: from baseplayer_serverupdateparallel - Next phase of parallel workflow, can be activated with UsePlayerUpdateJobs 2 - Optim: above mode now uses tasks to send entity snapshots/destroy messages where possible - Optim: above mode uses parallel Burst jobs for server occlusion - Optim: above mode reduced number of occlusion checks we run, more aggressive caching of results - Contains Network++ Tests: build tests of all modes in editor + standalone server build + unit tests + 2p session on Craggy
Today
Buildfix: unused variable warning-as-error Weird it didn't get detected outisde of my branch, but ah well Tests: built all modes in editor
Today
Bugfix: reset OcclusionCanUseFrameCache on emergency disable of UsePlayerUpdateJobs Tests: none, trivial change
Today
Clean: extract WaitForTasks Tests: editor compiles
Today
Update: review fixes #1 - fix formatting in BasePlayer-Mission - Apply same mission fix from vanilla server flow - Comments around EventRecord.New and AzureAnalytics.OnPlayerTick warning to avoid scripting API to keep it thread save Got 2 more changes to make, then think it's ready Tests: compiles in editor
Today
Removed unused language from Translate::SupportedLanguages
Today
Crowdin upload
Today
Reorganized the loc menu items
Today
Update: make batching constants servervars - New vars are Server.SnapshotTaskBatchCount and Server.DestroyTaskBatchCount - factored out SendEntityDestroyMessages Tests: none, trivial changes
Today
Bugfix: recycle filter buffers when there's no results UsePlayerUpdateJobs 2 only issue Tests: none, trivial change
Today
Update: ran Generate Code Tests: none, trivial change
Today
Update: Network++ UsePlayerUpdateJobs 2 can send packets out of order, which needs client-side change (see CL 128169) Tests: none, trivial change
Today
Update: amending a comment for SendDemoTransientEntity Finished investigating, server-demos shouldn't be a problem for multithreaded networking Tests: none, trivial change
Today
Merge: from main
Rin
Today
Rail progress
Rin
Today
Added biomes Added vine trees
Rin
Today
Updated splat
Rin
Today
Moved main camera
Today
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Today
Fix demo.timescale jittering below when set to a value below "0.2" (below 1ms delta), now its completely smooth even at "0.01" This unfortunately breaks demo compatibility.
Rin
Today
Fixed hole in HeightTexture Changed some text colour