125,568 Commits over 4,171 Days - 1.25cph!

1 Year Ago
Merge from main
1 Year Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
1 Year Ago
Ability for WaterLevel to detect nearby water culling volumes above
1 Year Ago
Ocean surface reflection tweaks for better sunsets.
1 Year Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
1 Year Ago
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
1 Year Ago
Merge main -> DPV
1 Year Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
1 Year Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
1 Year Ago
Minor legacy text finder editor window NRE fix
1 Year Ago
Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse' 'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
1 Year Ago
Forgotten file (WaterBody)
1 Year Ago
Converted texts from the following loot panels to RustText: - recycler - mixing table - attack heli rockets - attack heli turret - bigwheel + localized a few missing strings
1 Year Ago
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
1 Year Ago
merge from store-ui-dlc-pages
1 Year Ago
waterwell shopkeeper jumpsuit prefab and inventory
1 Year Ago
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1 Year Ago
attachment updates, icon added, worldmodel prefab fixes
1 Year Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
1 Year Ago
Block kvcdoor Fixed potential crashes to do with textures More safeguards against malformed .gma files Groundwork for networking serverside tracers spread on Y axis
1 Year Ago
Fixed upkeep time vital NRE
1 Year Ago
merge from wallpaper
1 Year Ago
Run material setup on procedural objects even if the world is cached
1 Year Ago
Subtracting 103462 (causing water rendering regressions)
1 Year Ago
Converted texts from the following loot panels to RustText: - horse storage - auto turret - fuel - fuse - generics - player corpse - fish trap - lantern - locker Fixed some loot panels showing "Loot" in their header instead of their actual name
1 Year Ago
Merge from nexus
1 Year Ago
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test) Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
1 Year Ago
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact) Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
1 Year Ago
Update FP.Nexus - fix failing to receive larger messages
1 Year Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
1 Year Ago
world_update_2 -> world_update_2/radioactive_water
1 Year Ago
Merge from main
1 Year Ago
Prefab<T> caches PrefabAttribute on repeat calls
1 Year Ago
demo_nametag -> main
1 Year Ago
Ensured new nametag behaviour respects user setting nametags to true
1 Year Ago
demo_nametag -> main
1 Year Ago
Nametags are now re-enabled in basically every case when leaving a demo
1 Year Ago
Merge: from /main/expand_ipooled Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
1 Year Ago
Merge: from main I've reached a good checkpoint, so prepping to merge back to staging Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
1 Year Ago
waterwell shopkeeper materials
1 Year Ago
First stab at fixing demos not re-enabling tags: -Removed rendundant nametag enabled check -Force an attempt at re-enabling tags anyway
1 Year Ago
merge from digitalclock
1 Year Ago
Updated digital clock protection values
1 Year Ago
merge from main
1 Year Ago
merge from arabic
1 Year Ago
Applied the auto size settings from 103449 to the new accessibility colour dropdowns
1 Year Ago
Boosts active vitals SetText isLocalized = true
1 Year Ago
merge from main
1 Year Ago
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
1 Year Ago
Localized "Boosts active" vital