135,117 Commits over 4,293 Days - 1.31cph!

5 Minutes Ago
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
14 Minutes Ago
merge from main, shader fix
33 Minutes Ago
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
35 Minutes Ago
adding v4 rps gesture anims to source
43 Minutes Ago
merge from main
1 Hour Ago
Updated model and textures for stone component box
1 Hour Ago
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
1 Hour Ago
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
1 Hour Ago
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
1 Hour Ago
fixed crickets ambience list to work with specific times
2 Hours Ago
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server - clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected Tests: ran unit tests, 23/226 fails, old logic started to fail as well
2 Hours Ago
Picture frames - fixed shutter materials for scrap frames
3 Hours Ago
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection) Tests: ran unit tests, this fails 11/226 cases, all on new logic side
3 Hours Ago
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32) All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests Tests: ran unit tests
4 Hours Ago
merge from SKS_worldlodsupdate (140946)
5 Hours Ago
Debug drawing
5 Hours Ago
wood box prefabs updated
5 Hours Ago
wood box corpse
5 Hours Ago
wood box lods and gibs
5 Hours Ago
Merge from naval_update
5 Hours Ago
merge from main
6 Hours Ago
Added initial shadow presets
6 Hours Ago
Merge from naval_update
Today
Advanced on-screen profiling using FrameTimingManager (WIP)
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
Today
add underwater fog blending for tropical shores in deep sea
Today
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Today
Merge from main
Today
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Today
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
Today
merge from main
Today
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Today
merge from main
Today
set up steam item for artist pack, linked to all items, set up sprays
Today
Picture frames - reverted light up frames to correct material
Today
scrapframe shutter mat tweaks, deleted unused textures
Today
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
Today
Merge from main
Today
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Today
Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset
Today
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Today
Remove the word Player from a bunch of PlayerBoat static functions
Today
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Post merge fixes
Today
Add finished check
Today
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Today
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)