130,461 Commits over 4,232 Days - 1.28cph!

39 Days Ago
merge ghostship_npcs to naval_update
39 Days Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
39 Days Ago
Setup enemy spawners for all ghost ship variants
39 Days Ago
Merge from main
39 Days Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
39 Days Ago
Merging /main to /main/fpbuild
39 Days Ago
Added new livestock mesh and textures. created new material for newest livestock.
39 Days Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
39 Days Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
39 Days Ago
Mounted weapon seat and mounted weapon owner system
39 Days Ago
String liights / added fill lights and tweaked string_light_300_a
39 Days Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
39 Days Ago
Setup navigation for all ghostship variants
39 Days Ago
Moved static driftwood out of autospawn folder to fix log spam
39 Days Ago
Setup new cannon models
39 Days Ago
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39 Days Ago
merge from analytics_puzzle_reset -> main
39 Days Ago
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
39 Days Ago
exported/setup small engine anims with updated rig
39 Days Ago
merge from garagedoor_optims
39 Days Ago
Match LOD settings with skinned mesh
39 Days Ago
smoothing groups from uv islands on garage door blocks unskinned
39 Days Ago
Changing Jenkinsfile step flow to match original Rust Pipelines
39 Days Ago
Closed and open garage door meshes impl
39 Days Ago
prison barge, environment volumes polish
39 Days Ago
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39 Days Ago
food barge, environment volumes polish
39 Days Ago
Merge from vram_monitoring
39 Days Ago
Merge from main
39 Days Ago
Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
39 Days Ago
medical barge, environment volumes polish
39 Days Ago
supplies barge, simplified environment volumes down to 3
39 Days Ago
Manifest
39 Days Ago
Code gen
39 Days Ago
Very initial setup for small engine deployable
39 Days Ago
RPG HV Ammo - Reduced max texture size to 1k
39 Days Ago
Revert change to EditorSettings
39 Days Ago
Adding extra joints to small engine rig
39 Days Ago
Merge from naval_update
39 Days Ago
merge from deployable_cannon
39 Days Ago
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39 Days Ago
string lights red and green materials bunch of lighting on barges and docks
39 Days Ago
Add "wait" command support, to help test an unrelated bug. Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
39 Days Ago
pt_boat_gun_setup -> naval_update
39 Days Ago
Turret placement setup
39 Days Ago
merge from main
39 Days Ago
Merge from main
39 Days Ago
Update water bottle anims
39 Days Ago
adding cannon animator for world anims
39 Days Ago
Cannon and character animations - first pass