125,570 Commits over 4,171 Days - 1.25cph!

12 Days Ago
Revert bad file change from merge
12 Days Ago
tweaked lod distances on clothing mannequin to cull sooner
12 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
12 Days Ago
Merge from mission_create_streamlining
12 Days 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
12 Days Ago
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12 Days Ago
merge from decor_lighting_dlc
13 Days Ago
Clean: extra "can kick" annotation Tests: none, trivial change
13 Days Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
13 Days 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.
13 Days Ago
fluorescent wall light no longer a skin of the ceiling light
13 Days Ago
re-exporting 3p boomerang anim to fix shoulder issue
13 Days Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
13 Days Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
13 Days Ago
merge from dunes_barricade_fix2
13 Days Ago
merge from scrap_heli_gibs_fix_2
13 Days Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
13 Days Ago
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Rin
13 Days Ago
merge from main
13 Days Ago
merge from main
13 Days Ago
Patrol helicopter gibs
13 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
13 Days Ago
Apply 129057 on new branch
13 Days Ago
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13 Days Ago
merge from decor_lighting_dlc
14 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
14 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
14 Days Ago
merge from deep_sea/islands
14 Days Ago
Code cleanup
14 Days Ago
Scene backup. Editor script fix.
14 Days Ago
Set ghost ship as deep sea global networked
14 Days Ago
merge from naval_update/deep_sea
15 Days Ago
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15 Days Ago
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15 Days Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
15 Days 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)
15 Days Ago
Merge: from main
15 Days 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)
15 Days Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
15 Days Ago
Subtract 127690 - get rid of the custom Parallel class
15 Days 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
15 Days Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
15 Days 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
15 Days Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
15 Days Ago
merge improve_mixingtable_drop_visibility to main