193,677 Commits over 4,079 Days - 1.98cph!

Today
RustCraft
Today
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Yesterday
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
Yesterday
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
Yesterday
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
Yesterday
Phrases
Yesterday
Added some moving 3D perlin-worley noise to break up the light beams slightly
Yesterday
proj matrix fixup, fix weather map noise tiling, more cleanup
Yesterday
merge from hackweek_fps_logging
Yesterday
Merge from hackweek_fps_logging
Yesterday
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
Yesterday
Inventory redesign
Yesterday
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Yesterday
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
Yesterday
Update: List and Array Shuffle range overloads Tests: none, trivial code
Yesterday
Perm Store design
Yesterday
Weekly skins tab new design
Yesterday
Added better light scattering for the volumetric god rays
Yesterday
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
Yesterday
material changes to dog kennel
Yesterday
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
Yesterday
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
Yesterday
turned emissive off on miner hat material so its not always on on world model
Yesterday
Re-applied Planner.Server changes
Yesterday
merge from main
Yesterday
merge from debug_draw_fixes
Yesterday
merge from miner_hat_metal_to_specular
Yesterday
merge from /f1grenade_standard_to_specular_fix
Yesterday
merge from large_wood_box_floor/large_wood_box_floor
Yesterday
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Yesterday
merge from crossbow_workshop_duplicate
Yesterday
merge from computer_station_chat
Yesterday
merge from rock_formation_fix
Yesterday
merge from building_los_fix
Yesterday
alternativeLOSChecks_enabled true by default
Yesterday
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
Yesterday
merge from building_los_fix
Yesterday
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
Yesterday
sub navigation, more featured content styling
Yesterday
Added initial volumetric god rays implementation
Yesterday
merge from main
Yesterday
merge from ballista_climb_fix
Yesterday
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
Yesterday
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Yesterday
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Yesterday
merge from oldhorse_purge
Yesterday
Removed old horse protobuf
Yesterday
merge from main
Yesterday
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Yesterday
Merge from industrial_perf_improvements