136,845 Commits over 4,444 Days - 1.28cph!

2 Months Ago
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
2 Months Ago
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
2 Months Ago
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
2 Months Ago
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
2 Months Ago
Add orchid wind disabled materials
2 Months Ago
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2 Months Ago
Apply lower LOD materials to hemp prefabs
2 Months Ago
Make wind disabled versions of hemp materials
2 Months Ago
industrial garage door; - texture updates still wip
2 Months Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
2 Months Ago
Merge from 3p_spectator_improvements
2 Months Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
2 Months Ago
Industrial Storage - texture update
2 Months Ago
Make lower LOD material variants of the berry plants with wind disabled
2 Months Ago
updated 3p c4 holdtype run/jog clips so they play correctly
2 Months Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
2 Months Ago
main -> server_browser_update_2
2 Months Ago
merge from cpu_batching_submesh -> main
2 Months Ago
Fix merge conflicts on meshCache submeshes
2 Months Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
2 Months Ago
binoculars_ui_refresh -> main
2 Months Ago
Merge from main
2 Months Ago
main -> binoculars_ui_refresh
2 Months Ago
- Change rangefinder palette to white - Fix dodgy material
2 Months Ago
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
2 Months Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
2 Months Ago
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
2 Months Ago
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
2 Months Ago
Updating ghost sheet skinning
2 Months Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
2 Months Ago
Salvage cleaver animation updates
2 Months Ago
Mortar anim updates, IK hand fix and viewmodel camera animations
2 Months Ago
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
2 Months Ago
merge from automated_testing
2 Months Ago
Autoturret tests cleanup and fixes
2 Months Ago
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
2 Months Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
2 Months Ago
merge from main
2 Months Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
2 Months Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
2 Months Ago
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
2 Months Ago
HBHF sensor tests fixes
2 Months Ago
merge mortar_prototype
2 Months Ago
Fix mortar compile error
2 Months Ago
merge from hbhf_power_fix
2 Months Ago
merge from automated_testing
2 Months Ago
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true
2 Months Ago
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
2 Months Ago
merge from gamephysics_schedule_improvements
2 Months Ago
- Revert MitigateSphereCapsuleCommands - Remove JobsSkipLocalQueue convar (shouldn't need it) - gamephysics/antihack consistency tests pass