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139,147 Commits over 4,505 Days - 1.29cph!

1 Year Ago
hooked up wall cabinet to unlock via decor lighting pack
1 Year Ago
Fixed table lamp missing its source item
1 Year Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
1 Year Ago
tugboat_shelf_fix -> main
1 Year Ago
Fix shelfs not working on tugboats
1 Year Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
1 Year Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
1 Year Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
1 Year Ago
Chandelier - updated icon
1 Year Ago
Fixed SteamInventoryGen breaking when an item is missing its description
1 Year Ago
Fixed sled_xmas skin missing its name and desc
1 Year Ago
merge from steaminventorygen_loc_fix
1 Year Ago
beanbag alternate material setup and made them skins of the chair
1 Year Ago
Compile fix
1 Year Ago
merge from deep_sea/collider_debug -> deep_sea
1 Year Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
1 Year Ago
Tripod models and colliders set to Deployed layer
1 Year Ago
merge from naval_update/deep_sea/radiation
1 Year Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
1 Year Ago
Wider rad volumes, removed a log
1 Year Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
1 Year Ago
fix feet showing through mannequin, impact effects blood -> wood
1 Year Ago
Added rad volumes at the edges of the deep sea
1 Year Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
1 Year Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
1 Year Ago
Hanging bulbs pass.
1 Year Ago
merge from generate_shorevector_optim
1 Year Ago
Added mannequin poses, updated deployed
1 Year Ago
Fixed AddLanguageFile NRE during bootstrap
1 Year Ago
merge from bootstrap_translatenre_fix
1 Year Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
1 Year Ago
Chandelier - Added LODs, gibs, updated textures
1 Year Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
1 Year Ago
viewmodel chainsaw update anims and anim controller edits
1 Year Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
1 Year Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
1 Year Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
1 Year Ago
adjusted spotlight tripod col shapes
1 Year Ago
set the animation speed of pedals on the chandelier to be 2x faster
1 Year Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
1 Year Ago
merge hardcore_commands to main
1 Year Ago
tripod col
1 Year Ago
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
1 Year Ago
more_menu_fixes -> main
1 Year Ago
If premium is active dont show the default 5/15
1 Year Ago
more_menu_fixes -> main
1 Year Ago
Typos
1 Year Ago
Add pooling to ghost ships
1 Year Ago
more_menu_fixes -> main
1 Year Ago
Generate phrases