141,624 Commits over 4,505 Days - 1.31cph!

12 Minutes Ago
merge from ocean_sim_waterlevel_trace_fix
12 Minutes Ago
Added the missing channel mixer post process effect to the nvg RRP volume asset
14 Minutes Ago
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
20 Minutes Ago
merge from glass_ar
22 Minutes Ago
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
28 Minutes Ago
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
1 Hour Ago
merge from main
1 Hour Ago
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
1 Hour Ago
merge from midi_warmup
1 Hour Ago
remove debug logging
1 Hour Ago
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
1 Hour Ago
Missing files Turn off prediction for firecrackers and survery charges
1 Hour Ago
main -> character_customisation
1 Hour Ago
Fixed unpowered water pump acting as a gravity source
3 Hours Ago
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
3 Hours Ago
Added the missing night light renderer feature to the DefaultRustRenderer asset
3 Hours Ago
merge from glass_ar
4 Hours Ago
merge from main
4 Hours Ago
Crystal AR - updated item names & descriptions, tweaked sapphire material
4 Hours Ago
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
4 Hours Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
4 Hours Ago
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
4 Hours Ago
Industrial crafter doesnt need to be started again after a power loss
4 Hours Ago
Cherry Picked 162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
4 Hours Ago
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
4 Hours Ago
optimised small stash and gave it a world model removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway. submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019 new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack. Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh. converted those to MeshLOD as well
5 Hours Ago
Gamepad cursor can be resized. Added UI slider to gamepad options
5 Hours Ago
Create a nicer cursor in code for now. Change colour on hover state.
5 Hours Ago
Refactor my quick merge fix
5 Hours Ago
Merge from main, including fixes
6 Hours Ago
Merge from playerboat_decay_fix
6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours Ago
Thread safe saving, also gate it beind forDisk while I'm at it.
Today
Restored infiniteIoPower convar
Today
Changed conveyor tests to use IO2
Today
Restored fluid splitter
Today
Merge from main
Today
Updated w_uzi to remove error
Today
Merge from main
Today
Converted the electricity part of all industrial items
Rin
Today
merge from save288 - Staging wipe!
Rin
Today
network++ save++ persistance++
Today
Drain fixes
Rin
Today
merge from monument_blockers_fixes
Rin
Today
S2P all blocker monuments
Rin
Today
merge from main
Today
Merge from hlod_improvements_aug_26
Rin
Today
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
Today
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site