136,881 Commits over 4,324 Days - 1.32cph!

Yesterday
Merge from add_printorkilloffnavscientists_command
Yesterday
Merge from fix_scientists_cant_enter_oilrig_rooms
Yesterday
Merge from fix_scientists_not_wounding
Yesterday
Merge from fix_scientist_cant_see_player_despite_touching
Yesterday
Merge from fix_ai_play_anim_nre
Yesterday
some more doodling on the monument layout
Yesterday
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Yesterday
sulfur box texture tweaks
Yesterday
Adjusting settings for horse armour and adding cloth mat
Yesterday
Added new materials and textures for LNY horsearmour. Updated model material references
Yesterday
ballistic shield blockout and file setup
Yesterday
merge from main
Yesterday
missing .mat files? thanks plastic
Yesterday
sulfur box texture polish
Yesterday
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Yesterday
sulfur box textures, game model, icon
Yesterday
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
Yesterday
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1) Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Yesterday
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Yesterday
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
Yesterday
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
Yesterday
sync Rust.RenderPipeline
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Started on the server admin UGC tab
Yesterday
rough burst cloth setup, working with the added unity constraints
Yesterday
Mark torcholder active pfx LOD as dynamic
Yesterday
Added a test to detect redirect items referencing themselves as IsRedirectOf
Yesterday
LNY armour rig setup with temp default Unity constraints
Yesterday
Implemented rigged LNY armor mesh
Yesterday
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
Yesterday
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fixed some potential crashes with navmeshes Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships
Yesterday
Adding LNY horse armour fbx
Yesterday
second pass on environment volumes
Yesterday
wip comps box
2 Days Ago
first pass on environment volumes
2 Days Ago
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2 Days Ago
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
2 Days Ago
Small hue tweak.
2 Days Ago
Fixed a regression in the PT boat emission.
2 Days Ago
merge from fix_scientists_not_wounding
2 Days Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
2 Days Ago
merge from naval_update
2 Days Ago
Charcoal Comp Box - Final lowpoly, bake, WIP textures
2 Days Ago
Fix State_Playtanimation NRE
2 Days Ago
Component Ammo Box - Moved and updated textures, set correct resolution
2 Days Ago
Tweaked all tropical trees minigame marker data, some of them were off
2 Days Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
2 Days Ago
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components - Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale - Deep sea now enable scale networking on its trees Fixed the collision issues and tree minigame not working S2P all tropical islands
2 Days Ago
CodeGen