125,570 Commits over 4,171 Days - 1.25cph!

Yesterday
Rebase on /main
Yesterday
merge dynamic_environment_volumes to naval_update
Yesterday
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
Yesterday
Added a clear loadout button to the rust editor window, so we can clear the default loadout
Yesterday
Merge from vram_monitoring
Yesterday
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Yesterday
merge from main
Yesterday
adding small engine rig
Yesterday
Merge from parent.
Yesterday
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
Yesterday
Added missing collision to generic structure container. Set dressing security area of supplies barge.
Yesterday
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
Yesterday
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
Yesterday
Make sure wiping also clears the portals
Yesterday
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
supermarket minor loot suffle No build increased s2p
Yesterday
gas station minor loot suffle No build increased s2p
Yesterday
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
Yesterday
replaced the two doors in the ghost ship loot room for static doors
Yesterday
merge from optimise_laserbeams
Yesterday
merge from meta_shift
Yesterday
codegen
Yesterday
consolesystem restore
Yesterday
implement volumes that stencil out biome fog density in the density map
Yesterday
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
2 Days Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
2 Days Ago
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2 Days Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
2 Days Ago
Casino progress / improved elevator shaft / still basic but already functioning
2 Days Ago
Remove deleted file from VPC script
2 Days Ago
Volcano smoke
2 Days Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
2 Days Ago
switch from using string path to GameObjectRef
2 Days Ago
Halved the texture tiling, given the volcano size.
2 Days Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
2 Days Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
2 Days Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
2 Days Ago
Movement friction tweak in lava.
2 Days Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
2 Days Ago
Lava modding cubes
2 Days Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
2 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
2 Days Ago
update manifest for client testing projectiles
2 Days Ago
remove generic projectiles, disable first-person visuals for entity