200,001 Commits over 4,140 Days - 2.01cph!

2 Years Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
2 Years Ago
merge from main
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
2 Years Ago
merge from main
2 Years Ago
merge from building_skins_3
2 Years Ago
reduced volume of wall.half and wall.low colliders
2 Years Ago
merge from adobe_item
2 Years Ago
fixed roof conditional end bits being swapped L/R
2 Years Ago
fixed triangle frame gibs material definition
2 Years Ago
fixed sheet metal wall.left / wall.right conditionals
2 Years Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor
2 Years Ago
fixed incorrect vertex normals on spiral stairs
2 Years Ago
WIP better handling of elevator interaction options
2 Years Ago
fixed uv seam on wall half
2 Years Ago
Added 5 pixels of padding around map markers, prevents multiple map markers being placed right on top of each other
2 Years Ago
Map marker list styling
2 Years Ago
Move kinematic/gravity setting to PinTo set method
2 Years Ago
Added an analytic event for pinging
2 Years Ago
Increased ping widget size slightly
2 Years Ago
Fixing more post-merge layer issues. A few bits of foliage needed reimporting to update correctly, which then necessitated S2P on monuments that used them.
2 Years Ago
Enabled crosshair on binoculars Fixed pings getting placed slightly below the crosshair point Don't allow multiple pings of the same type to be too close
2 Years Ago
S2P all, to remove tree imposter layer users again after merge.
2 Years Ago
Updated LOD4 textures of the quarry deployable
2 Years Ago
Added sfx slots for each ping type to the ping widget (Assets/Content/UI/GameUI.Hud.PingWidget)
2 Years Ago
Refined the vertex painting across the LODs of the quarry deployable for consistency
2 Years Ago
Parent merge
2 Years Ago
Merge Main -> RagdollRewrite
2 Years Ago
Merge from main
2 Years Ago
Updated normal map for quarry deployable LOD4
2 Years Ago
Improved ring road path interest point handling
2 Years Ago
Updated the diesel engine files
2 Years Ago
merge from main
2 Years Ago
merge from rustplus_changes
2 Years Ago
missing file
2 Years Ago
2 Years Ago
Stop sending crate and explosion map markers to Rust+
2 Years Ago
Fix auto refresh clientside in singleplayer
2 Years Ago
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2 Years Ago
Add StringFileInfo to hl2.exe and srcds.exe So we get a fancy name in the Task Manager, rather than hl2.exe
2 Years Ago
merge from main
2 Years Ago
merge from nuclear_missile_silo
2 Years Ago
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2 Years Ago
audio fix
2 Years Ago
merge from nms
2 Years Ago
merge from main
2 Years Ago
Only allow viewing cameras from Rust+ when not connected to the server
2 Years Ago
Randomize entity IDs and order in Rust+ CCTV data stream
2 Years Ago
progress EventScheduleWipeOffset baseline
2 Years Ago
Created a new wooden crate prefab variant in a military green colour Replaced the unlootable metal crates with the new wooden creates to avoid confusing players Replaced the open electric box prop with a different mesh because people thought it was interactable Created a new non-biome tinted material for the rocks inside the warhead room as they were looking off in certain biomes Moved the coffee table inside the admin office because it was blocking the path Tweaked LOD distances on the warhead room mesh because its last LOD was set to the same value as its culling distance Scene2prefab