156,404 Commits over 4,536 Days - 1.44cph!

1 Year Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
1 Year Ago
Add ghostship B/C/D variants
1 Year Ago
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself - fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
1 Year Ago
Refactored obstacle avoidance logic into its own file
1 Year Ago
merge ghostship_timeouts to naval_update
1 Year Ago
Fix compile error with timeout overrides
1 Year Ago
Better abstracted targetting, so we can test better
1 Year Ago
merge from naval_update
1 Year Ago
Rebase on /main
1 Year Ago
merge dynamic_environment_volumes to naval_update
1 Year Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
1 Year Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
1 Year Ago
Merge from vram_monitoring
1 Year Ago
▊ ▊▇▆▍▌▇▌ ▆▇▆█▌█ ▇██▄▉▍█▆ ▍▊▇▅▋▉▆█▍▊▊ ██▇▇█▋▄▅
1 Year Ago
merge from main
1 Year Ago
adding small engine rig
1 Year Ago
Merge from parent.
1 Year Ago
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
1 Year Ago
Added missing collision to generic structure container. Set dressing security area of supplies barge.
1 Year Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
1 Year Ago
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)
1 Year Ago
Make sure wiping also clears the portals
1 Year Ago
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
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
merge from naval_update
1 Year Ago
merge from main
1 Year Ago
supermarket minor loot suffle No build increased s2p
1 Year Ago
gas station minor loot suffle No build increased s2p
1 Year Ago
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
1 Year Ago
replaced the two doors in the ghost ship loot room for static doors
1 Year Ago
merge from optimise_laserbeams
1 Year Ago
merge from meta_shift
1 Year Ago
codegen
1 Year Ago
consolesystem restore
1 Year Ago
implement volumes that stencil out biome fog density in the density map
1 Year Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
1 Year Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
1 Year Ago
▉▅▅█▅ ▊▋▌▊▇▇▉▆
1 Year Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
1 Year Ago
Casino progress / improved elevator shaft / still basic but already functioning
1 Year Ago
Remove deleted file from VPC script
1 Year Ago
Volcano smoke
1 Year 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
1 Year Ago
switch from using string path to GameObjectRef
1 Year Ago
Halved the texture tiling, given the volcano size.
1 Year 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)
1 Year Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
1 Year 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.
1 Year Ago
Movement friction tweak in lava.
1 Year Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay