193,908 Commits over 4,079 Days - 1.98cph!

2 Years Ago
compound s2p
2 Years Ago
updated slide decal graveyard walls - added a damaged segment for compound compound progress backup
2 Years Ago
added weaponrack_wide
2 Years Ago
Merge from main
2 Years Ago
Remove debug log
2 Years Ago
Reduced variant count on core shaders
2 Years Ago
caves s2p
2 Years Ago
Merge from main
2 Years Ago
cave segments S2P
2 Years Ago
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2 Years Ago
cherry picking 78943
2 Years Ago
killed shadow proxies on cave segments - needs deep S2P
2 Years Ago
Added source files for plastic_bucket_a
2 Years Ago
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2 Years Ago
Loose Jeans Updated files
2 Years Ago
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2 Years Ago
compile fixes
2 Years Ago
pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
2 Years Ago
compound S2P
2 Years Ago
added some extra sentries to cover exits extra dressing
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
2 Years Ago
updated source files
2 Years Ago
Fix flag toggles fighting with game object LOD scripts
2 Years Ago
Another gun cam fix
2 Years Ago
Fixed gun cam screen not turning off anymore
2 Years Ago
Removed unused bits and pieces
2 Years Ago
Added (very basic) UI to attack heli
2 Years Ago
Turn damage FX off by default for now
2 Years Ago
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
2 Years Ago
- Fixed 'Powered' list set on attack heli not showing/hiding correctly. - BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set. - EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported. - New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
2 Years Ago
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
2 Years Ago
Fixed min/max variables not working when assigned to blueprint filters
2 Years Ago
Merge from main
2 Years Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
2 Years Ago
Curved screen mesh for the camera render target
2 Years Ago
Reapply 78917 on the right branch
2 Years Ago
Subtract, wrong branch
2 Years Ago
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
2 Years Ago
Merge from industrial
2 Years Ago
Likely fix for spectate button in admin ui not working
2 Years Ago
Fixed conveyor screen showing item icons flipped on the X axis
2 Years Ago
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
2 Years Ago
Hooked up attack heli headlights
2 Years Ago
Recovered old dash lights Added FX/Lighting prefab to AH Ground effect tweaks.
2 Years Ago
Scene backup again
2 Years Ago
Increase buffer time to keep slide forward after reloading to 1s
2 Years Ago
merge from rust_metrics -> main