124,938 Commits over 4,171 Days - 1.25cph!

14 Days Ago
viewmodel chainsaw update anims and anim controller edits
14 Days Ago
2 handed melee set of anim, entity and hold type updates
15 Days Ago
Merge from main
15 Days Ago
hooked up wall cabinet to unlock via decor lighting pack
15 Days Ago
Fixed table lamp missing its source item
15 Days Ago
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.
15 Days Ago
tugboat_shelf_fix -> main
15 Days Ago
Fix shelfs not working on tugboats
15 Days Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
15 Days Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
15 Days Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
15 Days Ago
Chandelier - updated icon
15 Days Ago
Fixed SteamInventoryGen breaking when an item is missing its description
15 Days Ago
Fixed sled_xmas skin missing its name and desc
15 Days Ago
merge from steaminventorygen_loc_fix
15 Days Ago
beanbag alternate material setup and made them skins of the chair
15 Days Ago
Compile fix
15 Days Ago
merge from deep_sea/collider_debug -> deep_sea
15 Days Ago
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
15 Days Ago
Tripod models and colliders set to Deployed layer
15 Days Ago
merge from naval_update/deep_sea/radiation
15 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
15 Days Ago
Wider rad volumes, removed a log
15 Days Ago
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
15 Days Ago
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15 Days Ago
fix feet showing through mannequin, impact effects blood -> wood
15 Days Ago
Added rad volumes at the edges of the deep sea
15 Days Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
15 Days Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
15 Days Ago
Hanging bulbs pass.
15 Days Ago
merge from generate_shorevector_optim
15 Days Ago
Added mannequin poses, updated deployed
15 Days Ago
Fixed AddLanguageFile NRE during bootstrap
15 Days Ago
merge from bootstrap_translatenre_fix
15 Days Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
15 Days Ago
Chandelier - Added LODs, gibs, updated textures
15 Days Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
15 Days Ago
viewmodel chainsaw update anims and anim controller edits
15 Days Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
15 Days Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
15 Days Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
15 Days Ago
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15 Days Ago
adjusted spotlight tripod col shapes
15 Days Ago
set the animation speed of pedals on the chandelier to be 2x faster
15 Days Ago
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15 Days Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
15 Days Ago
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