135,452 Commits over 4,293 Days - 1.31cph!

6 Minutes Ago
Get rid of a .toarray
16 Minutes Ago
stone box matrix added, icon updated, prefabs updated
38 Minutes Ago
Added skip main menu warmup option to the preferences Sort pref fields alphabetically
41 Minutes Ago
Update: add TestLoad that exposes a bug for caching onCycle Still not the one I'm looking for, but would bite eventually Tests: ran unit test - fails as expected
1 Hour Ago
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1 Hour Ago
Dev tools tab are instantiated on init instead of sitting in the prefab Admin only tab setup Added teleport button to admin UI player panel
2 Hours Ago
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2 Hours Ago
cherrypicking 139699 Mark Box_2, Santa-Hat, snowman fbx's as r/w
2 Hours Ago
merge from sss_profile_cleanup
2 Hours Ago
merge from naval_update
2 Hours Ago
merge from naval_ITem_desc
3 Hours Ago
main -> naval_update
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from planner_viewmodel_clipping_fix
3 Hours Ago
merge from adventcalendar_resetstate
3 Hours Ago
merge from rpg_redirect_fix
3 Hours Ago
merge from Youtooz_GroundwatchFix
3 Hours Ago
merge from TechTreeT2_Muzzlebrakefix
3 Hours Ago
merge from BearSkinRug2_Reloaded
3 Hours Ago
merge from Xmas_CollisionMesh_Fix
3 Hours Ago
merge from building_blocks_skin_and_fixes_dec25
3 Hours Ago
merge from YouTooz scientist plushies LOD fix
3 Hours Ago
cherrypicking bamboo_shelve_stacking
3 Hours Ago
upressed SKS skinnable texture submissions to 2k from 1k
4 Hours Ago
Merge from main
4 Hours Ago
scrap box matrix added, updated icon, prefabs updated
Today
supply lightdir/color for water again, adjust texture formats
Today
fix double-rendering atmosphere
Today
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
Today
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Today
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Today
Merge from artist_pack_dlc
Today
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
Today
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
Today
Mark easel_col as r/w
Today
Allow repairing cannons
pt_boat_turret_fixes -> main
- Fix rear turret being able to move outside its clamping bounds
Today
Merge from naval_update
Today
Server admin UI tab progress
Today
merge from artist_pack_dlc -> main
Today
Lowered HLOD distance of floating cities 200 -> 100
Today
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Today
Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
Today
Item list flex scroll fixes
Today
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Today
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
Today
Fix native grid crash with buoyancy batching enabled
Today
Added playerboat.kill_all_above_deployable_count command.