125,563 Commits over 4,171 Days - 1.25cph!

Today
Viewmodel_Shotgun_Shells -> main
Today
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
Today
fix texture declaration, gizmo radius
Today
oil rig leg variants
Floating city scene progress
Today
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
Today
merge from drone_storage_slot
Today
merge from main
Today
Taller volcano smoke variant
Today
merge from naval_update
Today
merge ghost ship variants to naval_update
Today
Add ghostship variants to deep sea manager spawning
Today
address feedback on thrownweapon modification
Today
merge from volcano_stuff
Today
volcano smoke now scales
Today
merge from naval_update
Today
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
Today
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
Today
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.
Today
updated cube lava tiling, better over large surface area
Today
null check for RendererLOD.CanCollapse
Today
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.
Today
security tower small fixes
Today
merge from main
Today
skeleton lods
Today
merge to naval_update
Today
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
Today
Disable global broadcast on all ghost ship variants
Today
Merge: from main
Today
Buildfix: don't try to draw on the server-only build Tests: editor compiles
Today
Fix ship wire spam on variants: move overrides to the wire prefab.
Today
let drones be picked up without hammer again
Today
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
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
Today
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
Today
Add ghostship B/C/D variants
Today
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
Refactored obstacle avoidance logic into its own file
Today
merge ghostship_timeouts to naval_update
Today
Fix compile error with timeout overrides
Better abstracted targetting, so we can test better
Today
merge from naval_update
Today
Rebase on /main
Today
merge dynamic_environment_volumes to naval_update
Today
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
Today
Added a clear loadout button to the rust editor window, so we can clear the default loadout
Today
Merge from vram_monitoring