195,760 Commits over 4,110 Days - 1.98cph!

5 Minutes Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
9 Minutes Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
17 Minutes Ago
main -> syncvar_demo_fix
18 Minutes Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
35 Minutes Ago
updated collision and prefabs of arrowbucket c and small bullet container b
47 Minutes Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
1 Hour Ago
Compass skinning update and reasign bones in .viewmodel
1 Hour Ago
small bullet container B variant
1 Hour Ago
updated orientations of matresses added collision for each.
1 Hour Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
1 Hour Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
1 Hour Ago
missed settings
1 Hour Ago
Strip source generator depdencies from build
1 Hour Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
2 Hours Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
3 Hours Ago
Refactored takeovers to be overridable by item grids Takeovers custom inspector
3 Hours Ago
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
3 Hours Ago
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
4 Hours Ago
merge from patrol_heli_rideheight_increase
4 Hours Ago
merge from patrolheli_watercrash_fix
4 Hours Ago
merge from jungle_building_floor_fix
4 Hours Ago
merge from spoiled_produce_fixes
4 Hours Ago
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4 Hours Ago
merge from fridge_pickup_fix
4 Hours Ago
merge from parallel_validatemove.
4 Hours Ago
merge from horsepopulation_primitive_fix
4 Hours Ago
Restore horse popuplation convar on primitive gamemode
4 Hours Ago
Added Banana Bunch Prop Setup Banana Bunch Prop Prefab, LODS and Colliders Imported Banana Bunch Materials and Models
4 Hours Ago
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
4 Hours Ago
Debug: Bring back player cache validation on release Saw on release env today that it did trip up twice and prevented issues, so there's still value in it. Tests: none, trivial change
5 Hours Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
5 Hours Ago
Fixed shader errors about missing implementations of vertInstancingSetup
6 Hours Ago
merge from naval update
Today
Merge from parent
Today
Merge from main
Today
merge from main
Today
merge from main
Today
merge from main
Today
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Today
merge from roof_beams
Today
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Today
merge from wallpaper_frontier_floor_fix
Today
merge from jungle_update_improvements
Today
merge from bicycle_fuelstorage_fix
Today
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Today
merge from sapling_billboard_fix
Today
merge from wallpaper_fixes
Today
Turn off vine network position invoke when they are idle, removes 40% of network position ticks
Today
Experimenting with disabling syncPosition on vines that aren't in use