125,565 Commits over 4,171 Days - 1.25cph!

3 Hours Ago
Fix steering and gas pedal hallucinations
3 Hours Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
Today
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Today
merge from main
Today
Nature dressing. Tree tweaks.
Today
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
Today
merge from drone_storage_slot
Today
merge dynamic_environment_volumes to naval_update
Today
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
Today
corrected inherited velocity used to throw projectiles, may want to dampen this still
Today
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
Today
Fix compile errors
Today
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Today
PrefabIDs, manifest.
Today
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
Allow full stop in seek state
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
Today
merge from climate -> deep_sea
Today
fix HUD Vitals sorting layer overriding prefab value
Use 2D Distance instead Compile fix
Today
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
Today
Refactoring gun displays to use nested prefabs
Today
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
Today
properly centered drone action prompt label on computerscreen ui
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
Today
tropical palm server files
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
Today
Re-apply part of merge manually
Today
Codegen
Today
Setting up server palm trees entities.
Today
merge from deep_sea -> deep_sea/climate
Today
merge from demoshot_ui_fix
Today
Fixed demo shot list UI text issues
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Today
Revert accidentally touched file
Today
merge from more_options
Today
Today
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
Today
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing