135,922 Commits over 4,444 Days - 1.27cph!

29 Days Ago
industrial garage door; - fixed lock position
29 Days Ago
Updating burst cloth settings for industrial torch
29 Days Ago
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
29 Days Ago
Examine button uses the bound key Fixes
29 Days Ago
Merge from std_shader_compat
29 Days Ago
merge from main
29 Days Ago
Add some notes about newly added .cginc files and why they are there.
29 Days Ago
cargo_map_marker_fix_2 -> main
29 Days Ago
industrial shelves; - missed one, removing redundant material
29 Days Ago
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
29 Days Ago
industrial shelves; - Tweaked the colour mask texture to reduce the washed out look a bit - Polish on colour lookup values, shelves now matches your shipping container colours accurately - Removed redundant material files since its using lookup table instead - Reassigned model to the single material
29 Days Ago
29 Days Ago
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
29 Days Ago
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
29 Days Ago
Tshirt proper import settings to fix seam on wrists
29 Days Ago
Polished the transitions
29 Days Ago
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
29 Days Ago
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
29 Days Ago
Adjusted the pickup volumes for bamboo and industrial single shelf. This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
29 Days Ago
wire deploy update
29 Days Ago
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
29 Days Ago
cobweb fixes
29 Days Ago
fixed apartment_b_concrete_mixed_slab
29 Days Ago
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
29 Days Ago
merge from industrial_dlc
29 Days Ago
merge from main
29 Days Ago
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
29 Days Ago
torch animation updates
29 Days Ago
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
29 Days Ago
update from main
29 Days Ago
Fix miner's hat not showing up in the workshop editor
29 Days Ago
merge from PlayerRigUpdate2
29 Days Ago
apartment corridor update
29 Days Ago
main -> game_room_dlc
29 Days Ago
edited crossbow bowless viewmodel prefab iron sight postion
29 Days Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
29 Days Ago
merge from mortar_fixes
29 Days Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
29 Days Ago
Merge from batch_renderer_group
29 Days Ago
Only initialise BatchRendererGroup if using a render pipeline
29 Days Ago
merge from auto_turret_cover_fix including scene2prefabs
29 Days Ago
scene2prefab with auto turret fixes
29 Days Ago
Merge from Main/bowless_crossbow
29 Days Ago
merge from mfm (merge from main)
29 Days Ago
Industrial Storage - added missing physics material to horizontal variant
29 Days Ago
Merge from main Manually resolve merge hell in SprayCan.cs
29 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
29 Days Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
29 Days Ago
Full screen skinviewer layout/transition changes
29 Days Ago
Collision for large apartment