125,573 Commits over 4,171 Days - 1.25cph!

2 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
2 Days Ago
Revert accidentally touched file
2 Days Ago
merge from more_options
2 Days Ago
2 Days Ago
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
2 Days Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
2 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
2 Days Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
2 Days Ago
merge from deep_sea/wipe
2 Days Ago
Viewmodel_Shotgun_Shells -> main
2 Days Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
2 Days Ago
fix texture declaration, gizmo radius
2 Days Ago
oil rig leg variants
2 Days Ago
Floating city scene progress
2 Days Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
2 Days Ago
merge from drone_storage_slot
2 Days Ago
merge from main
2 Days Ago
Taller volcano smoke variant
2 Days Ago
merge from naval_update
2 Days Ago
merge ghost ship variants to naval_update
2 Days Ago
Add ghostship variants to deep sea manager spawning
2 Days Ago
address feedback on thrownweapon modification
2 Days Ago
merge from volcano_stuff
2 Days Ago
volcano smoke now scales
2 Days Ago
merge from naval_update
2 Days Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
2 Days Ago
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
2 Days Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
2 Days Ago
updated cube lava tiling, better over large surface area
2 Days Ago
null check for RendererLOD.CanCollapse
2 Days Ago
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
2 Days Ago
security tower small fixes
2 Days Ago
merge from main
2 Days Ago
skeleton lods
2 Days Ago
merge to naval_update
2 Days Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
2 Days Ago
Disable global broadcast on all ghost ship variants
2 Days Ago
Merge: from main
2 Days Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
2 Days Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
2 Days Ago
let drones be picked up without hammer again
2 Days Ago
converted bed diffuse and metallness to albedo and specular workflow updated bed import defaults to point to Bed Spec material retained old material/texture setup just incase we revert
2 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
2 Days Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
2 Days Ago
Add ghostship B/C/D variants
2 Days Ago
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself - fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
2 Days Ago
Refactored obstacle avoidance logic into its own file
2 Days Ago
merge ghostship_timeouts to naval_update
2 Days Ago
Fix compile error with timeout overrides