131,743 Commits over 4,232 Days - 1.30cph!

21 Days Ago
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21 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
21 Days Ago
Fix merge conflicts
21 Days Ago
Merge from horse_medsyringe_healing
21 Days Ago
Fix horse buff icons not disappearing on the client when the modifier gets removed Rebalance speed boost following feedback
21 Days Ago
merge from hackweek_automatedtesting
21 Days Ago
Added commands to print the test list in a readable format Code cleanup
21 Days Ago
main -> vendor_ui_drone_accessibility
21 Days Ago
Fix prediction NRE for NPCVendingMachines
21 Days Ago
Roadsign jacket LODs + fixed normals
21 Days Ago
merge from bot_exec
21 Days Ago
removed scrap costs from softcore workbenchs
21 Days Ago
restore WB tax reductions codegen
21 Days Ago
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21 Days Ago
Changed WaitUntilAllSpawned to use WaitUntilWithTimeout Test list
21 Days Ago
Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
21 Days Ago
Added a test spawning and killing all entities, looking for NREs
21 Days Ago
Normal fix on coffecan helmet repose
21 Days Ago
merge from main
21 Days Ago
No need to cache saild wind blocked status if not lowered
21 Days Ago
Cherrypick RendererBatch changes from 134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
21 Days Ago
save++ network++
21 Days Ago
Compile fix
21 Days Ago
merge from garage_door_2k
21 Days Ago
merge from computerstation_cap_fix
21 Days Ago
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21 Days Ago
merge from marker_teleport_from_server
21 Days Ago
merge from boat_better_shallow_water_behaviour
21 Days Ago
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21 Days Ago
Allow mummy mask in conveyor filters
21 Days Ago
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
21 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
21 Days Ago
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
21 Days Ago
merge from naval_update
21 Days Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
22 Days Ago
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
22 Days Ago
Boat-shape scoring initial testing
22 Days Ago
merge from Sail_Minigun_desc
22 Days Ago
Boots LODs
22 Days Ago
Replaced boat crane meshes with proper prefab assets. S2P on FC3
22 Days Ago
Fixed radiation zones not disabling after players leave area
22 Days Ago
Merge from puzzle_reset_changes
22 Days Ago
merge from floating_cities
22 Days Ago
Subtract 135644
22 Days Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
22 Days Ago
Merge from eye_wearable_fix_2
22 Days Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
22 Days Ago
Allow all the frankenstein parts to be added to conveyor filters
22 Days Ago
Allow frankenstein mask in conveyor filters
22 Days Ago
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel