125,582 Commits over 4,171 Days - 1.25cph!

1 Year Ago
merge from fix_locker_durability
1 Year Ago
merge from fix_chinookcrate_buildradius
1 Year Ago
More work on jungle ziggurat scene.
1 Year Ago
Merge from main
1 Year Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
1 Year Ago
Halve the HLOD distance of both harbors
1 Year Ago
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1 Year Ago
Added mission points to divesite D, E, F so diving missions work
1 Year Ago
Allow blueprints to be learned directly from backpack
1 Year Ago
Set static planter wetness client side to full, might solve some flickering issues
1 Year Ago
Fixed extra material pass on small planter, both player placed and static versions
1 Year Ago
Merge from fog_motion_fix
1 Year Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
1 Year Ago
3rd person movement stuff
1 Year Ago
Allow wolves to perceive other NPCs through occluders, but not players
1 Year Ago
Have wolves prioritize players that attack them over animals they are hunting
1 Year Ago
Fix bug where wolves were faster than light
1 Year Ago
Reduce the speed at which wolves eat a corpse
1 Year Ago
Add more ai debug toggles to rust editor
1 Year Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
1 Year Ago
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
1 Year Ago
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
1 Year Ago
Movement improvements.
1 Year Ago
Fixed bug where admins in god mode take 1 bleed damage on fall
1 Year Ago
Fixed paddling and above ground pools showing power usage 0
1 Year Ago
merge from localization
1 Year Ago
Disabled the duplicate translation error for now, need a better solution
1 Year Ago
Fixed random typos reported on Crowdin
1 Year Ago
Fixed typos in seed item descriptions
1 Year Ago
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1 Year Ago
PlaceCliffsUniform improvements
1 Year Ago
merge from fix_reserved_slot_kick -> main
1 Year Ago
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
1 Year Ago
Rock formation density improvements
1 Year Ago
traveling_vendor_fixes -> main
1 Year Ago
Attempt to fix get path index ahead NRE
1 Year Ago
More work on ziggurat interior
1 Year Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
1 Year Ago
Motion iteration
1 Year Ago
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1 Year Ago
Fixed bug that would sometimes cause the travelling vendor to only refill 1 at a time rather than refreshing the whole stock at once
1 Year Ago
Fixed death screen 'Respawn' button text being truncated in Finnish
1 Year Ago
Set prevent building radius to is trigger on new divesites
1 Year Ago
Removed 'doorway_desc' unused phrase from a bunch of prefabs
1 Year Ago
Update: output results in micros for Recursion test Tests: ran the benchmark, confirmed output
1 Year Ago
radtown_npc_drivethrough -> world_update_2
1 Year Ago
Adjusted entry triggers at radtown to increase reliability
1 Year Ago
Minor fixes, removed unused phrases
1 Year Ago
merge from main
1 Year Ago
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