140,251 Commits over 4,505 Days - 1.30cph!

11 Months Ago
Fix nothing rendering for real this time.
11 Months Ago
fix some missing guides, render alpha cutouts
11 Months Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
11 Months Ago
Mannequin Setup
11 Months Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
11 Months Ago
scale lighting by scene ambient luminance, so it's not overly bright at night
11 Months Ago
Remove logs
11 Months Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
11 Months Ago
Change undo/redo painting icons to be distinct from rotation controls
11 Months Ago
Add colourpicker to painting menu
11 Months Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
11 Months Ago
Added model greybox and material for Rust 12th birthday cake
11 Months Ago
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
11 Months Ago
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
11 Months Ago
Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
11 Months Ago
merge from Puzzle_rooms
11 Months Ago
Added new material and texture for livestock
11 Months Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
11 Months Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
11 Months Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
11 Months Ago
merge from main
11 Months Ago
drone camera view can look further down (60->80)
11 Months Ago
Bunch of loading fixes
11 Months Ago
Fixed portal width extending over the terrain margins
11 Months Ago
require drones to be marked hostile for sentry and SAM targetting
11 Months Ago
building plans prop anims edited
11 Months Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
11 Months Ago
merge from supply_drop_fragment_fix
11 Months Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
11 Months Ago
rock variant updates
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
11 Months Ago
Manifest update, cleanup
11 Months Ago
Clean: remove hacky testing code changes Tests: editor compiles
11 Months Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
11 Months Ago
merge from naval_update/island_scenes
11 Months Ago
Renamed deep sea tutorial island
11 Months Ago
New 50 cal bounds
11 Months Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
11 Months Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
11 Months Ago
Fix bone name collisions with my crappy year old tool
11 Months Ago
Merge from naval_missions
11 Months Ago
Reapply monument changes
11 Months Ago
tarp fixes and added new variations
11 Months Ago
Further pivot point and spawn point refinements
11 Months Ago
Tropical island1 setup
11 Months Ago
Merge from /main/vm chainsaw update
11 Months Ago
Improvised walkway LOD/COL/Prefab progress