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139,181 Commits over 4,505 Days - 1.29cph!

1 Year Ago
security tower update
1 Year Ago
security tower update
1 Year Ago
Ghost ship spawning first pass Made them global networked until we sort the deep sea network group Removed the culling on the hull so we can see them from anywhere in the sea, will prob need an HLOD
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
hooked up chandelier gibs
1 Year Ago
Anim and entity updates for melee content
1 Year Ago
Very simple, half working obstacle avoidance
1 Year Ago
viewmodel chainsword animation edits
1 Year Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
1 Year Ago
merge from ghostship again
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/ghost_ships
1 Year Ago
hooked up guide mesh on mannequin again
1 Year Ago
mannequin icon, added dlc pack dependency, added guidemesh
1 Year Ago
manual fix staticfields errors
1 Year Ago
Change mannequin inventory panel to look and work like a Locker
1 Year Ago
Chandelier - Added static worldmodel prefab
1 Year Ago
Ceiling fluorescent light deploy guide
1 Year Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
1 Year Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
1 Year Ago
Add classic boat wandering state
1 Year Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
1 Year Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
main -> naval_update
1 Year Ago
workshop_loading_screen_fix -> main
1 Year Ago
Fixed bug allowing the info header to still stick around
1 Year Ago
Fix loading into workshop scene showing incorrect server information
1 Year Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
1 Year Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
1 Year Ago
Bigger waves at the edge of the deep sea when starting taking rads
1 Year Ago
viewmodel chainsaw update anims and anim controller edits
1 Year Ago
2 handed melee set of anim, entity and hold type updates
1 Year Ago
Merge from main
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