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140,078 Commits over 4,505 Days - 1.30cph!

1 Year Ago
added missing rhib buttons
1 Year Ago
Add mannequin image to general store and page
1 Year Ago
Added dials to control panel on rhib crane
1 Year Ago
rhib crane lods and prefab
1 Year Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
1 Year Ago
Merge from parent
1 Year Ago
Hazmat suit despawn rarity set
1 Year Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
1 Year Ago
Scene cleanup / medical barge prefab
1 Year Ago
Revert change to calculating distance on MissionPoint
1 Year Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
1 Year Ago
Add method to calculate remaining path length
1 Year Ago
Revert bad file change from merge
1 Year Ago
tweaked lod distances on clothing mannequin to cull sooner
1 Year Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
1 Year Ago
Merge from mission_create_streamlining
1 Year Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
Clean: extra "can kick" annotation Tests: none, trivial change
1 Year Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
1 Year Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
1 Year Ago
fluorescent wall light no longer a skin of the ceiling light
1 Year Ago
re-exporting 3p boomerang anim to fix shoulder issue
1 Year Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
1 Year Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
1 Year Ago
merge from dunes_barricade_fix2
1 Year Ago
merge from scrap_heli_gibs_fix_2
1 Year Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Rin
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Patrol helicopter gibs
1 Year Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
1 Year Ago
Apply 129057 on new branch
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
1 Year Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
1 Year Ago
merge from deep_sea/islands
1 Year Ago
Code cleanup
1 Year Ago
Scene backup. Editor script fix.
1 Year Ago
Set ghost ship as deep sea global networked
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
1 Year Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
1 Year Ago
Merge: from main
1 Year Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
1 Year Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
1 Year Ago
Subtract 127690 - get rid of the custom Parallel class
1 Year Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
1 Year Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
1 Year Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.