127,561 Commits over 4,201 Days - 1.27cph!

20 Days Ago
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20 Days Ago
▍▄▋ `▌▋` ▅▊▅▊ ▌▇ ▍▉█▍▍▊▋▉ ▆▄▉▍▇, ▌▇▍▆▅▊▉▊▅ ▅▅▌▍▇▅ ▅▌▅ ▊▄▊▋▆▋▅▇█▉ █▆▆▇. ▅█▄█▅ ▇▄▍ ▇▊▌█▇ ▅▍▇▊ ██▍▍▌▋ ▄▄▆▅▋▅▄ ▅▍▌▌▊▉▆▊▍█▅▊▊▍▍▌, █▍█▄▌▄▋▇▇▆▋▍▇▍▅▇▌, ▆█▍▉▉▉█▄▍▉▄▋▇▆▋▅▆▌▅, ▆▄▆▅▅▉█▇▌▇▇▍▆▌▌▇█▍▆▌█▄▄▌▉▋▉▄▄▍ - ▋▄▅▄▄▋▄▇ ▋▄▄ ▅▊▋▊ ▉▋▍▉ ▌▆▆▄ ▍▋▆ ▄▇▊█▄ █▇ ▌▉▆▌ ▆▋▅▇▅▅▆ ▋▆ █▇▆ ▍▄▉▉▆▊ ▉▄ ▅▆▋ ▊▋▋▇▄▊▌ ▋▅▇ ▊█▅█▉▅▄▌ ▅█▌ ▊▄▊▇█▍▄▅. ▍▆▊▍▄ █▉▇▌ ▅▅█▊▅▍▇▉.
20 Days Ago
merge from main
21 Days Ago
Nature dressing. Tree tweaks.
21 Days Ago
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
21 Days Ago
merge from drone_storage_slot
21 Days Ago
merge dynamic_environment_volumes to naval_update
21 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
21 Days Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
21 Days Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
21 Days Ago
Fix compile errors
21 Days Ago
▌▋▇▉█▇█▊ `▉▊▍████▇▅▆-▌▉▋█▊▊▇▆█▌.▆█` `▇▄▄▉█▋▆▇▌▍_▊▆▇` ▅█▋▋▇▋▄▉ ▆▆ ▅▆█▄▊▅▆▌ ▊█▄▇▌▇▍▄▋ `▄▌` █▍▍▉ ▅▉ ▅▊▉▅▅▅▍▄▋▍ ▆▄▊▉▅ ▊▄▍▌▆▌▊▇▌▆ ▍▄▊ ▋▇▅▋▆▉▉ ▉▋ ▊▉▆ ▄▆▄█▊▄▄█▋▌ ▌▍▋▌, ▊▉▆▊▌ ▅▄▆▆█▌▉▋ ▄▄▊▍ ▇█▉ ▆▉▉▍▆▆▌▉ ▍▍█▅▍█▌. ▍▆▄▌▇ ▅▋▍▊▊▄▇▍. █▄▍█▉ ▅▊▄▄▇.█▊▆▉▇▇▍▊▉ ▇▆▄█▌▉▄. ▇█▊▌▆ ▅▍▌▅▌▄▍▊▌
21 Days Ago
PrefabIDs, manifest.
21 Days Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
21 Days Ago
Allow full stop in seek state
21 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
21 Days Ago
merge from climate -> deep_sea
21 Days Ago
fix HUD Vitals sorting layer overriding prefab value
21 Days Ago
Use 2D Distance instead Compile fix
21 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
21 Days Ago
Refactoring gun displays to use nested prefabs
21 Days Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
21 Days Ago
properly centered drone action prompt label on computerscreen ui
21 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
21 Days Ago
tropical palm server files
21 Days Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
21 Days Ago
Re-apply part of merge manually
21 Days Ago
Codegen
21 Days Ago
Setting up server palm trees entities.
21 Days Ago
merge from deep_sea -> deep_sea/climate
21 Days Ago
merge from demoshot_ui_fix
21 Days Ago
Fixed demo shot list UI text issues
21 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
21 Days Ago
Revert accidentally touched file
21 Days Ago
merge from more_options
21 Days Ago
21 Days Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
21 Days Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
21 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
21 Days Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
21 Days Ago
merge from deep_sea/wipe
21 Days Ago
Viewmodel_Shotgun_Shells -> main
21 Days Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it