125,631 Commits over 4,171 Days - 1.26cph!

3 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
3 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
3 Days Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
3 Days Ago
Add ghostship B/C/D variants
3 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
3 Days Ago
Refactored obstacle avoidance logic into its own file
3 Days Ago
merge ghostship_timeouts to naval_update
3 Days Ago
Fix compile error with timeout overrides
3 Days Ago
Better abstracted targetting, so we can test better
3 Days Ago
merge from naval_update
3 Days Ago
Rebase on /main
3 Days Ago
merge dynamic_environment_volumes to naval_update
3 Days Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
3 Days Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
3 Days Ago
Merge from vram_monitoring
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
adding small engine rig
3 Days Ago
Merge from parent.
3 Days Ago
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
3 Days Ago
Added missing collision to generic structure container. Set dressing security area of supplies barge.
3 Days Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
3 Days Ago
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
3 Days Ago
Make sure wiping also clears the portals
3 Days Ago
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
merge from naval_update
3 Days Ago
merge from main
3 Days Ago
supermarket minor loot suffle No build increased s2p
3 Days Ago
gas station minor loot suffle No build increased s2p
3 Days Ago
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
3 Days Ago
replaced the two doors in the ghost ship loot room for static doors
3 Days Ago
merge from optimise_laserbeams
3 Days Ago
merge from meta_shift
4 Days Ago
codegen
4 Days Ago
consolesystem restore
4 Days Ago
implement volumes that stencil out biome fog density in the density map
4 Days Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
4 Days Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
4 Days Ago
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4 Days Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
4 Days Ago
Casino progress / improved elevator shaft / still basic but already functioning
4 Days Ago
Remove deleted file from VPC script
4 Days Ago
Volcano smoke
4 Days Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
4 Days Ago
switch from using string path to GameObjectRef