131,510 Commits over 4,232 Days - 1.29cph!

10 Months Ago
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10 Months Ago
Manifest build to bring snakes back
10 Months Ago
More merge fixes
10 Months Ago
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
10 Months Ago
Merge from main wip
10 Months Ago
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10 Months Ago
merge from main -> item_ownership
10 Months Ago
Initial outbreak scientist setup Added sprayer entity
10 Months Ago
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10 Months Ago
Monitor Rust project plastic config file for changes, extract and insert the current branch name into Unity window title to make it easier to see which branch each copy of Unity is currently on. Shows in the taskbar previews. Added option to toggle it in the Rust Editor window, defaults off.
10 Months Ago
- Profile socket mod inside, i'm going to be using it a lot - Natural beehive file cleanup
10 Months Ago
merge from primitive/fix_loot_table_nre -> primitive
10 Months Ago
Fix NRE when enforcing eras for loot tables
10 Months Ago
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10 Months Ago
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10 Months Ago
Remove debug spam of server tags in F1 menu
10 Months Ago
merge from main -> primitive
10 Months Ago
Generate manifest to prevent build server from failing when generating manifest remotely
10 Months Ago
Link asbestos armor insert world model
10 Months Ago
asbestos armour plate world model LODs, materials and textures setup .worldmodel
10 Months Ago
Deployed explosives explode when the ground they're deployed on is destroyed
10 Months Ago
Update: Putting in a skeleton of logic for Parallel update - Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players - Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle. Tests: compiled in editor in SERVER-CLIENT mode
10 Months Ago
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10 Months Ago
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10 Months Ago
Fixed "radius" in "Position Along Ring" being clamped to above 0
10 Months Ago
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10 Months Ago
merge from primitive/deployable_ammo
10 Months Ago
Fixed explosion effects spawning twice Offset the explosive effect spawn point a lil bit to reduce clipping Adjusted flammable ammo effect rotation
10 Months Ago
Fixed -console no longer bringing console to front on launch Added new Bloom preset Remove duplicate "missing material" output from VBSP Do not unexpectedly reduce MaxHealth on dead entities VRAD: Fixed a memory corruption issue with static prop lightmaps
10 Months Ago
Polished explosive bomb effects, added fuse sound
10 Months Ago
Fixing outbreak scientist wearable
10 Months Ago
merge from ragdoll_fixes
10 Months Ago
merge from main
10 Months Ago
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone) - fixed ragdoll setup to mark the prefab as dirty
10 Months Ago
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10 Months Ago
Flammable ammo now use the catapult fire effect when lit Fixed ignite sound not playing
10 Months Ago
main -> bees
10 Months Ago
Improved Siege Tower Colliders
10 Months Ago
Fixed propane bombs not deployable on roofs Physics materials
10 Months Ago
Fixed deployable explosives short culling distance
10 Months Ago
merge from primitive
10 Months Ago
Motobikes and bicycles damage balance pass following temp ragdoll implementationg: - vehicle and player take less damage from collisions overall - temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses
10 Months Ago
Anim stuff
10 Months Ago
Fix? 3p pies anim import weirdness
10 Months Ago
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10 Months Ago
Refactor tiger perception of being watched, to allow them to know how long they were not watched