139,190 Commits over 4,474 Days - 1.30cph!

Today
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
Today
Tightened up anchors for cliff_hills_large_a
Today
merge from boat_foundation_clipping_improv
Today
increase hull eject velocity
Today
Hook up particles to stage based inspector references for later. Realm remove particles server-side
Today
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
Today
configured trigger hurt scaling on boat foundations
Merge from PlayerMaintainedMonuments
Merge from main
Today
LOD / distance fixes. Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
Today
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
Merge from autoturret_compile_fix
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
Today
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
Today
fix water pipes sounds not playing
Today
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
Rebuild localization phrases
Today
Upped density of power plant chimney smoke
Merge from main
Today
LOD/fake render setup for new stuff
Today
Fix bad merge for vine tree fix
Today
Fusebox indicators & related files. Lighting prefab update.
Today
merge from PlayerMaintainedMonuments
Today
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Today
Merge from main
Today
Enable model
Today
Fixes
Today
Further tightened anchor setup of cliff_hills_large_b
Today
Re-add to prefab
Today
Debug rendering for directions
Today
Rotate impact effect to match satellite travel direction
Today
Merge from PMM
Today
Sat entity fx recovery
Today
Comment purge/cleanup
Today
Tightened anchor setup for cliff_hills_large_c
Today
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Today
Add terrain raycast checks, default off, behind a convar.
Today
Merge from satellite_crash
Today
Fixed a bug in satellite.launch
Today
merge from satellite_crash
Today
Satellite.launch now includes trhe usual debug rendering for target location.
Today
merge from main
Today
merge from demoui2
Today
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
Today
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles Tests: used Rust+ app to control the turret
Yesterday
merge from sculptures
Yesterday
removed old wrong sculpting tooltip
Yesterday
merge from main
Yesterday
Grow buffer when hole counts reach limits Fix editor only issue of depth prepass not running when returning from playmode