136,507 Commits over 4,444 Days - 1.28cph!

9 Months Ago
Progress.
9 Months Ago
merge from main
9 Months Ago
Start and end game phase on the timeline based on when you're in a server or not
9 Months Ago
Merge from main
9 Months Ago
Tweaks.
9 Months Ago
Finalized sans clutter spawns
9 Months Ago
Collision fixes. Scene stuff.
9 Months Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
9 Months Ago
Dressing
9 Months Ago
Merge from blueprint_unlock_fix
9 Months Ago
Fix for workbench tech tree appearing fully unlocked, woops
9 Months Ago
Fix steering and gas pedal hallucinations
9 Months Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
9 Months Ago
merge from main
9 Months Ago
Nature dressing. Tree tweaks.
10 Months Ago
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
10 Months Ago
merge from drone_storage_slot
10 Months Ago
merge dynamic_environment_volumes to naval_update
10 Months Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
10 Months Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
10 Months Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
10 Months Ago
Fix compile errors
10 Months Ago
PrefabIDs, manifest.
10 Months Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
10 Months Ago
Allow full stop in seek state
10 Months Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
10 Months Ago
merge from climate -> deep_sea
10 Months Ago
fix HUD Vitals sorting layer overriding prefab value
10 Months Ago
Use 2D Distance instead Compile fix
10 Months Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
10 Months Ago
Refactoring gun displays to use nested prefabs
10 Months Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
10 Months Ago
properly centered drone action prompt label on computerscreen ui
10 Months Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
10 Months Ago
tropical palm server files
10 Months Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
10 Months Ago
Re-apply part of merge manually
10 Months Ago
Codegen
10 Months Ago
Setting up server palm trees entities.
10 Months Ago
merge from deep_sea -> deep_sea/climate
10 Months Ago
merge from demoshot_ui_fix
10 Months Ago
Fixed demo shot list UI text issues
10 Months Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
10 Months Ago
Revert accidentally touched file
10 Months Ago
merge from more_options
10 Months Ago
10 Months 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
10 Months Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
10 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
10 Months 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