128,882 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add classic boat wandering state
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Debug convar for nav trace
- tweak navgen params
- fix nav trace hit y being incorrect
- allow recast.draw to function as a toggle when used without params
 
                
                
                
                
                
             
         
        
            
            
            
                
                backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                workshop_loading_screen_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug allowing the info header to still stick around
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix loading into workshop scene showing incorrect server information
 
                
                
                
                
                
             
         
        
            
            
            
                
                changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
 
                
                
                
                
                
             
         
        
            
            
            
                
                table lamp world model
fluorescent light world model, set up lod distances, fixed emissive being on by default
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bigger waves at the edge of the deep sea when starting taking rads
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel chainsaw update anims and anim controller edits
 
                
                
                
                
                
             
         
        
            
            
            
                
                2 handed melee set of anim, entity and hold type updates
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                hooked up wall cabinet to unlock via decor lighting pack
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed table lamp missing its source item
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
 
                
                
                
                
                
             
         
        
            
            
            
                
                tugboat_shelf_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix shelfs not working on tugboats
 
                
                
                
                
                
             
         
        
            
            
            
                
                electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                added new folder for dlc sitems so they dont get lost. 
linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated the Rust.RenderPipeline package to include lighting stencil value changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier - updated icon
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed SteamInventoryGen breaking when an item is missing its description
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed sled_xmas skin missing its name and desc
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from steaminventorygen_loc_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                beanbag alternate material setup and made them skins of the chair
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deep_sea/collider_debug -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_colliders_per_prefab`
- will print out the breakdown of colliders for each type of entity
- can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tripod models and colliders set to Deployed layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea/radiation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wider rad volumes, removed a log
 
                
                
                
                
                
             
         
        
            
            
            
                
                TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough
Moved up the bottom collider to match the deep sea seabed height
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▍▄▊▉▉▌▄ ▄▌▋▉▋▌▋▅ ██▋▆▆▌ ▉▊▍▊▍▊█ ▇▊▉▍▇▅ ▌▆▆ ▊▉▍▆▉▌▊ ▋▊ ▆▊▋▋▌▋▊█ ▋█▇ ▊▌▊▅ ▊▊▆ ▅▉ █▊ ▍▍▆'▋ ▅▆▄▆ ▊▄▅▄ ▊▄▊▉▌▌▇ ▍█▇▌▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix feet showing through mannequin, impact effects blood -> wood
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added rad volumes at the edges of the deep sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Calculate a bunch of ray directions in the bow and stern of the boat
Gives us some directions for steering behaviour
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from generate_shorevector_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added mannequin poses, updated deployed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed AddLanguageFile NRE during bootstrap