136,681 Commits over 4,324 Days - 1.32cph!

11 Minutes Ago
Merge from add_printorkilloffnavscientists_command
12 Minutes Ago
Merge from fix_scientists_cant_enter_oilrig_rooms
13 Minutes Ago
Merge from fix_scientists_not_wounding
13 Minutes Ago
Merge from fix_scientist_cant_see_player_despite_touching
13 Minutes Ago
Merge from fix_ai_play_anim_nre
17 Minutes Ago
some more doodling on the monument layout
18 Minutes Ago
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34 Minutes Ago
sulfur box texture tweaks
49 Minutes Ago
Adjusting settings for horse armour and adding cloth mat
56 Minutes Ago
Added new materials and textures for LNY horsearmour. Updated model material references
1 Hour Ago
ballistic shield blockout and file setup
1 Hour Ago
merge from main
2 Hours Ago
missing .mat files? thanks plastic
2 Hours Ago
sulfur box texture polish
3 Hours Ago
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5 Hours Ago
sulfur box textures, game model, icon
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
Today
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1) Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Today
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Today
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
Today
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
Today
sync Rust.RenderPipeline
Today
Merge from main
Today
Merge from main
Today
Started on the server admin UGC tab
rough burst cloth setup, working with the added unity constraints
Today
Mark torcholder active pfx LOD as dynamic
Today
Added a test to detect redirect items referencing themselves as IsRedirectOf
LNY armour rig setup with temp default Unity constraints
Today
Implemented rigged LNY armor mesh
Today
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
Today
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fixed some potential crashes with navmeshes Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships
Today
Adding LNY horse armour fbx
Today
second pass on environment volumes
Today
wip comps box
Today
first pass on environment volumes
Today
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Today
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Today
Small hue tweak.
Today
Fixed a regression in the PT boat emission.
Today
merge from fix_scientists_not_wounding
Today
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
Today
merge from naval_update
Today
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Today
Fix State_Playtanimation NRE
Today
Component Ammo Box - Moved and updated textures, set correct resolution
Today
Tweaked all tropical trees minigame marker data, some of them were off
Today
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Today
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
Today
CodeGen