134,763 Commits over 4,293 Days - 1.31cph!

Just Now
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
5 Minutes Ago
Ornate Frame Setup
19 Minutes Ago
added metal box corpse
30 Minutes Ago
worldmodel, projectile and entity prefab set up
32 Minutes Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
33 Minutes Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
52 Minutes Ago
merge from naval_update
52 Minutes Ago
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1 Hour Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
1 Hour Ago
merge from SmallRamp_Deploy
1 Hour Ago
Anchor load fix
1 Hour Ago
boatai_cleartarget_fix -> main
1 Hour Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
3 Hours Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
3 Hours Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
3 Hours Ago
Fix pool leak in TimedExplosive
4 Hours Ago
Merge: from main
5 Hours Ago
boatai_clartarget_fix -> main
5 Hours Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
5 Hours Ago
removed unused bakelod material
5 Hours Ago
updated materials with spec removed bakelod textures again removed metallic again
5 Hours Ago
last change didn't agree with material change - fixed missing spec textures
5 Hours Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
5 Hours Ago
vineswing anims exported/added to player aniamtion controller for player rig v4
Today
merge from main
Today
merge from main
Today
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
Today
Removed test cubes from CraggyIsland
Today
ghostships - fixed some zfighting with wood planks
Today
merge from main
Today
merge from naval_update
Today
merge from lifestory_snake_fix
Today
Merge from standard_shader_decal_layers
Today
Merge from main
Today
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
Today
Make low res heightmap size dynamic to handle different terrain sizes
Today
Merge from main
Today
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Today
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Today
Merge from main (conflict on PlayerModel.cs, auto resolved)
Today
Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)
Yesterday
Changed console command from printstring to fillInventory. Can now enter a category name to fill your inventory with items from that specific category. If you want random items type random instead of of a category name. I'll be refactoring this code to make this more performative and scale better.
2 Days Ago
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
3 Days Ago
RRP water rendering progress
3 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
3 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
3 Days Ago
paintable fixes (???) to paintable reactive target
3 Days Ago
metal box prefab setup, lods, gibs. manifest
3 Days Ago
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
3 Days Ago
Fixed a typp in UGC uploader (+ some translations) Added texture name to ShaderAPIDX8::CreateD3DTexture warning Merge some func_tracktrain changes from P2/CSGO * Allow Roll spawnflag * hack to avoid gimble lock * SF_CORNER_TELEPORT interpolation change * Dead end path change * Added missing spawnflag (4), updated description of "HL1 train" spawnflag Lets try turning "gamemode is nil" crashes into Lua errors * Seems to not crash on its own, and is slightly better/debuggable user experience Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings * It's 1x1 DXT5 textures in my experience, so we test for that