131,119 Commits over 4,232 Days - 1.29cph!

2 Months Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
2 Months Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
2 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
2 Months Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
2 Months Ago
merge from deep_sea/wipe
2 Months Ago
Viewmodel_Shotgun_Shells -> main
2 Months Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
2 Months Ago
fix texture declaration, gizmo radius
2 Months Ago
oil rig leg variants
2 Months Ago
Floating city scene progress
2 Months Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
2 Months Ago
merge from drone_storage_slot
2 Months Ago
merge from main
2 Months Ago
Taller volcano smoke variant
2 Months Ago
merge from naval_update
2 Months Ago
merge ghost ship variants to naval_update
2 Months Ago
Add ghostship variants to deep sea manager spawning
2 Months Ago
address feedback on thrownweapon modification
2 Months Ago
merge from volcano_stuff
2 Months Ago
volcano smoke now scales
2 Months Ago
merge from naval_update
2 Months Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
2 Months Ago
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
2 Months Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
2 Months Ago
updated cube lava tiling, better over large surface area
2 Months Ago
null check for RendererLOD.CanCollapse
2 Months Ago
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
2 Months Ago
security tower small fixes
2 Months Ago
merge from main
2 Months Ago
skeleton lods
2 Months Ago
merge to naval_update
2 Months Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
2 Months Ago
Disable global broadcast on all ghost ship variants
2 Months Ago
Merge: from main
2 Months Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
2 Months Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
2 Months Ago
let drones be picked up without hammer again
2 Months Ago
converted bed diffuse and metallness to albedo and specular workflow updated bed import defaults to point to Bed Spec material retained old material/texture setup just incase we revert
2 Months Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
2 Months Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
2 Months Ago
Add ghostship B/C/D variants
2 Months Ago
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself - fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
2 Months Ago
Refactored obstacle avoidance logic into its own file
2 Months Ago
merge ghostship_timeouts to naval_update
2 Months Ago
Fix compile error with timeout overrides
2 Months Ago
Better abstracted targetting, so we can test better
2 Months Ago
merge from naval_update