200,757 Commits over 4,171 Days - 2.01cph!

6 Minutes Ago
media_capture_backgroundvideo -> main
13 Minutes Ago
Convar to skip the current menu background video
27 Minutes Ago
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35 Minutes Ago
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)
36 Minutes Ago
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45 Minutes Ago
Rename 'rust+' button 'pairing' Ensure Rust+ button has a hover effect
45 Minutes Ago
Ensure streamer mode works for server titles in play
47 Minutes Ago
Disable srgb on a couple of pilot hazmat ao/metal textures
48 Minutes Ago
M15 Pistol - Readded missing cinematic textures/materials, added emissive to worldmodel
51 Minutes Ago
Enable helmet variation randomisation
54 Minutes Ago
Make header box less transparent
55 Minutes Ago
Disable the 'background' on the session modal connection window
1 Hour Ago
merge project generation improvements: - solutions now build with project generation enabled - separate configuration for Client/Server rebuilds - client/server dependency generation - kinda half working, the solution still doesn't pick this up properly.
1 Hour Ago
Pilot Ejector Seat - Added bottom backface and fixed bottom collider
1 Hour Ago
M15 Pistol - Added emissive to world model (now in the right branch)
1 Hour Ago
Prefabbed up farm barge area of level
1 Hour Ago
Clean: Move all of the player server occlusion logic to it's own file - Removed now resolved TODOs Now that it has both task and serial modes of operation, it takes too much space in server partition file. Tests: compiles in CLIENT+SERVER editor
1 Hour Ago
Set dressing to bar area of food market
1 Hour Ago
subtractive merge from 127834 - shouldnt be on main
1 Hour Ago
update project gen
1 Hour Ago
M15 Pistol - Added emissive to world model
1 Hour Ago
Update: use ConcurrentDictionary for BasePlayer.lastPlayerVisibility Trying the simplest approach first, lets see how it scales on release pop. Tests: 2 player local session with occlusion culling de-/spawning player
2 Hours Ago
Improvised walkways progress
3 Hours Ago
Merge from parent
3 Hours Ago
Reduced AO intensity on market container mat
3 Hours Ago
Changed FOOD mesh decal to deferred decal. Added hanging fish asset + LODs, COL. Changed food market gate to static prefab.
3 Hours Ago
ResetStaticFields on BuildingManager Codegen
3 Hours Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
3 Hours Ago
naval_update -> scientist_rhib
3 Hours Ago
main -> naval_update
4 Hours Ago
Onbly show the tutorial button if the connected server has a tutorial available
4 Hours Ago
merge from particlesystem_warnings_fix
4 Hours Ago
Try and use higher LODs in 2 cases
4 Hours Ago
Enabled R/W on 31 meshes used by particle systems to fix warnings
4 Hours Ago
Added a fix the to environment volume rendering when changing the type to include/exclude SpatiallyAware
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
Added tags to all building skins store page to show their tier (wood, stone, metal)
4 Hours Ago
Ensure logo image resets on joining a new server (doesn't stay the old one) Ensure tips reset on joining a new server if the old one had custom tips
4 Hours Ago
Fix build regarding AssetDatabase
4 Hours Ago
Fix build regarding AssetDatabase
5 Hours Ago
Fix build error about missing TerrainTools
5 Hours Ago
Fix build error about missing TerrainTools
6 Hours Ago
Update: early out from running occlusion checks if no players to process Tests: none, trivial change
6 Hours Ago
Bugfix: use cached network time of one player to avoid worker thread calls to script api Tests: none, one more to fix
6 Hours Ago
Update changelog
6 Hours Ago
Merge from hardcore_refresh
Today
Clean: wrap Task.Wait into a named lambda This will make it appear in server snapshots Tests: none, trivial change
Today
Update: main thread now participates in occlusion task processing Tests: none, as I need to adapt more code to make it friendly to running on workers
Merge from main