136,964 Commits over 4,324 Days - 1.32cph!

Just Now
apartment complex layout refinement to street and ground surfaces readying for procmap, s2p
1 Hour Ago
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
1 Hour Ago
merge from prefab_preprocess_fix
1 Hour Ago
PlayerRigUpdate2 -> hackweek_golf
1 Hour Ago
main -> hackweek_golf
3 Hours Ago
Now excludes inactive settings. And added todos for remaining work
3 Hours Ago
merge from main
3 Hours Ago
Blockout for rentable kiosk A
4 Hours Ago
Read the log file instead and run the server in the shell
4 Hours Ago
merge from main
4 Hours Ago
meds box corpse
5 Hours Ago
armor box corpse
5 Hours Ago
merge from industrial_redirect_fix
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
merge from sprinkler_obb_fix
5 Hours Ago
tool box corpse
5 Hours Ago
last one, texture setting adjustment for boxes and reducing AO texture size
5 Hours Ago
more texture setting adjustment for boxes and reducing AO texture size
5 Hours Ago
texture setting adjustment for boxes and reducing AO texture size
6 Hours Ago
charcoal box matrix added, prefab adjustments, corpse added, icon rendered, loca updated, AO texture reduced to 1k
Today
wip comps box fbx update
Today
Properly route stdout to the rust client Watch for server ready message, connect player once server has booted
Today
First steps for a local tutorial Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
Today
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Today
Better fix, match the old capsule entirely with an OBB If anything this will allow sprinklers to hit more planters slightly
Today
Adjust sprinkler splash bounds box to more closely match last months behaviour Should fix sprinklers on walls
Today
Fixed redirect skins not working with Industrial filter optimisations Added a test to cover this case
Today
Fixed possible NRE when looking at an object thrown into a small ramp
Today
merge from bbs_exploit_fix_v2
Today
merge from lowfps_oven_improvements
Today
Improve handling of BaseOven at extremely low frame rates Still apply delta in increments of UpdateTime, but allow for multiple increments to be processed each tick to speed up the backlog Very minor HasAttachedStorageAdaptor optimisation, seemed to save maybe 0.01ms sometimes
Today
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Today
Merge from main Conflicts auto resolved on: Rowboat.prefab, Cannon.deployed.prefab, paintballgun.entitiy.prefab, HeldEntity.cs, HeldEntity.Client.cs, PlayerModel.cs
Today
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Today
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Yesterday
merge from guntrap_leak_fix
Yesterday
merge from fix_texture_streaming_naval
Yesterday
merge from bbs_overlapping_building_construction
Yesterday
merge from hold_type_swap_footstep_fix
Yesterday
Logistics baseline: Added data chip, can be deployed on entities to add data ports and expose new data - HBHF sensors expose detected player positions - Auto turrets expose their exact number of ammo left Added ethernet tool, used to wire the new data IO type Added data computer, has data inputs and is where you can consult data from all connected chips
Yesterday
Revert mip streaming on textures used by foliage grid system Fixes blurry rocks, sea weed, corals
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from Frame_Playerboats
Yesterday
merge from artist_pack_dlc