193,503 Commits over 4,079 Days - 1.98cph!

1 Year Ago
Backups
1 Year Ago
Merge from main
1 Year Ago
Increased default client tick rate from 20 to 32
1 Year Ago
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
1 Year Ago
Thicket car flatbed base colliders
1 Year Ago
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
1 Year Ago
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1 Year Ago
Applied first iteration of attack
1 Year Ago
Shotgun powdery prefab
1 Year Ago
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
1 Year Ago
Muzzle WIP
1 Year Ago
Underwater post toggles.
1 Year Ago
Fixes
1 Year Ago
Fixed door controller IO UI overlapping doors interaction UI
1 Year Ago
Comment only
1 Year Ago
Restore accidentally removed include
1 Year Ago
Use IgnoreCollision when dropped items fall on minicopter or attack heli. Items now fall through those two vehicles - unfortunately needed due to physics issues with the last two Unity updates. Items will still collide with scrap heli interior
1 Year Ago
Proper new underwater settings RC
1 Year Ago
Fixed Water Purifier missing deploy guide
1 Year Ago
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
1 Year Ago
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1 Year Ago
Return minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying
1 Year Ago
sks updates: - 3p updates + corrected aiming - updated anims on rigged world model - got shell eject fx working
1 Year Ago
Fixed burlap head wrap 3D preview positioning in item store
1 Year Ago
Added "Scatter Strength" param to water overlay for higher control over underwater fog
1 Year Ago
merge from fix_client_multiple_compressed_tags
1 Year Ago
Added PlaceCliffParameters, can be used by cliff prefabs to overwrite the default parameters set on PlaceCliffs Split MinHeight and MaxHeight into MinTerrainHeight / MinCliffHeight and MaxTerrainHeight / MaxCliffHeight
1 Year Ago
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement PlaceCliffs child placements check terrain height and normal
1 Year Ago
Naming, cleanup, codegen
1 Year Ago
Fixed a warning regarding 'Colour Masks' Added some missing files
1 Year Ago
Fix multiple compressed tags not being parsed correctly in client browser
1 Year Ago
blunderbus viewmodel animation edits
1 Year Ago
Moved assets
1 Year Ago
Fixed some issues with opacity masking
1 Year Ago
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
1 Year Ago
Add network time fix
1 Year Ago
Naming, moved things around, removed unused code
1 Year Ago
Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
1 Year Ago
1 Year Ago
Added side by side trees using core/foliage and SpeedTree8Rust shaders
1 Year Ago
Speedtree with debugging info
1 Year Ago
blunder bus viewmodel animation idle pose edit
1 Year Ago
blunderbuss (needs renaming) materials and textures - before resize
1 Year Ago
More wire tool refactoring, the OnInput method mainly
1 Year Ago
sks 3p - all attachments now positioned correctly
1 Year Ago
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1 Year Ago
Fixed is client checks
1 Year Ago
Merged
1 Year Ago
Moved files
1 Year Ago
Pre-merge checkin