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129,258 Commits over 4,140 Days - 1.30cph!

1 Year Ago
Fix navmesh not generating properly with mesh colliders
1 Year Ago
player update. edited crossbow deploy anim to match the viewmodel
1 Year Ago
Use more appropriate collision masks for navmesh geo gathering
1 Year Ago
started plane barnacles
1 Year Ago
Better fail message when trying to place a high wall while moving
1 Year Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
1 Year Ago
Added the name of the entity blocking a building block upgrade Localized the other missing strings in the hammer pie menu
1 Year Ago
Update: consolidating CompanionServerTests logic Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier. Tests: ran new tests
1 Year Ago
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1 Year Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
1 Year Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
1 Year Ago
merge main -> release
1 Year Ago
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible Added debug.breakshield convar
1 Year Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes
1 Year Ago
Fixed some parts of ADS still working when a shield is equipped
1 Year Ago
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
1 Year Ago
Added some help text to the gesture picker
1 Year Ago
Include byte[] pooling stats for networking
1 Year Ago
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1 Year Ago
Flush memory pool size every 5 minutes for runtime profiling
1 Year Ago
Reapplied animator changes from RPS branch Fixed player gesture layer not fading out after a one shot gesture
1 Year Ago
Show "Blocked by X" when blocked by a building block Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
1 Year Ago
Merge main -> TrainDecouplingImprovements
1 Year Ago
Add a preview video field to gesture configs Added test videos for most of the gestures Fixed reset default option deleting the surrnder gesture
1 Year Ago
BuildingProximity error messages localized Updated "Placing through walls" error for "Line of sight blocked"
1 Year Ago
NPC localization compile fix
1 Year Ago
Merge from hackweek_crudegestures/rps
1 Year Ago
Merge from main
1 Year Ago
Fix options menu not having a body section enabled by default
1 Year Ago
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1 Year Ago
Turn off r/w on tin can gibs mesh Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
1 Year Ago
Fixed create gibs in scene button not working in editor Fixed a rotation error in editor
1 Year Ago
Updated helis dummy repair item names so we can display accurate building errors
1 Year Ago
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs Localized NPC names
1 Year Ago
updated WorkCartDecals_albedo Unauthorised is now correctly spelded
1 Year Ago
fix for rail road planter added missing bottom face
1 Year Ago
Adjusted AreaCheck and SphereCheck socket mods default messages Added detailed fail messages and/or re-order priorities on a few item prefabs - Tool cupboard - Water pump - Drone - Fish trap - Floor spikes - Gravestones - All seeds
1 Year Ago
fix for small and large planters missing underside faces
1 Year Ago
Fix fuel tank mesh collider not being readable
1 Year Ago
Remove some more allocations and add more profiling
1 Year Ago
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1 Year Ago
Explosion post profile & file org.
1 Year Ago
merge from spectate_blackout_fix
1 Year Ago
Fixed spectator getting a black screen when the spectated player dies
1 Year Ago
tin can alarm gibs colliders
1 Year Ago
Fix a collider's cached monument not being invalidated if the collider moves - no evidence of this happening but best to be safe Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
1 Year Ago
initial prefab setup
1 Year Ago
New: Starting set of CompanionServerTests A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes. Tests: Ran new unit tests - they pass.
1 Year Ago
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus Set a few of them to show on top
1 Year Ago
Multi-thread navmesh building, making the recast side computations almost negligible