128,687 Commits over 4,201 Days - 1.28cph!

Yesterday
Fix typo
Yesterday
naval_update -> pt_boat_2
Yesterday
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Yesterday
Colour consistency fix.
Yesterday
Tropical4 island.
Yesterday
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
Yesterday
Manifest Codegen
Yesterday
merge from naval_update
Yesterday
merge from deep_sea
Yesterday
Added a DeepSea folder for its weather presets
Yesterday
Apply a hack for clients missing MainEyePos
Yesterday
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
Yesterday
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
Yesterday
merge from fix_workshop_error -> main
Yesterday
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
Yesterday
unskinned_windmill -> main
Yesterday
Prefab fixes
Yesterday
main -> naval_update (BREAKING)
Yesterday
setting up rpg skin viewmodel prefab and exported updated rig/anims
Yesterday
RPG7 - texture update
Yesterday
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Yesterday
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Yesterday
unskinned_windmill -> main
Yesterday
Fixed more rotational weirdness
Yesterday
Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.
Yesterday
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
Yesterday
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
Yesterday
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
Yesterday
allow shorevector-only bake, handle in blitting
Yesterday
Enable priv flag on PlayerBoat
Yesterday
merge from shore_vectors
Yesterday
parallel blit
Yesterday
Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.
Yesterday
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
Yesterday
better shore distance blending between islands
Yesterday
Draw general editor prefs in Rust Editor
Yesterday
Setup steering wheel prefab with usable secondary colliders for auth interaction. Apply serialized client boat SetDimensions
Yesterday
Flare LOD0
Yesterday
Texture tweaks to small engine
Yesterday
Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.
Yesterday
Optim: cache spectated target Turns out it's quieried very frequenly Tests: 2p session on craggy with disconnects
Yesterday
merge disable_deepsea_pref
Yesterday
Add "DisableDeepSea" pref to editor prefs
Yesterday
main -> unskinned_windmill
Yesterday
Setup Flashlight Remake Folders Added Flashlight Remake Viewmodel and Textures Setup Flashlight Remake Materials
Yesterday
Fixed NRE when trying to dismount scientist from killed rhibs Fixed corpses spawning from killed scientists by the deep sea wipe
Yesterday
Yesterday
Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor
Yesterday
Applied correct materials to both the boat building platform and station.