141,372 Commits over 4,505 Days - 1.31cph!

33 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
33 Days Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
33 Days Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
33 Days Ago
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
33 Days Ago
Tightened up anchors for cliff_hills_large_a
33 Days Ago
merge from boat_foundation_clipping_improv
33 Days Ago
increase hull eject velocity
33 Days Ago
Hook up particles to stage based inspector references for later. Realm remove particles server-side
33 Days Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
33 Days Ago
configured trigger hurt scaling on boat foundations
33 Days Ago
Merge from PlayerMaintainedMonuments
33 Days Ago
Merge from main
33 Days Ago
LOD / distance fixes. Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
33 Days Ago
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
33 Days Ago
Merge from autoturret_compile_fix
33 Days Ago
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
33 Days Ago
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
33 Days Ago
fix water pipes sounds not playing
33 Days Ago
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
33 Days Ago
Rebuild localization phrases
33 Days Ago
Upped density of power plant chimney smoke
33 Days Ago
Merge from main
33 Days Ago
LOD/fake render setup for new stuff
33 Days Ago
Fix bad merge for vine tree fix
33 Days Ago
Fusebox indicators & related files. Lighting prefab update.
33 Days Ago
merge from PlayerMaintainedMonuments
33 Days Ago
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
33 Days Ago
Merge from main
33 Days Ago
Enable model
33 Days Ago
Fixes
33 Days Ago
Further tightened anchor setup of cliff_hills_large_b
33 Days Ago
Re-add to prefab
33 Days Ago
Debug rendering for directions
33 Days Ago
Rotate impact effect to match satellite travel direction
33 Days Ago
Merge from PMM
33 Days Ago
Sat entity fx recovery
33 Days Ago
Comment purge/cleanup
33 Days Ago
Tightened anchor setup for cliff_hills_large_c
33 Days Ago
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
33 Days Ago
Add terrain raycast checks, default off, behind a convar.
34 Days Ago
Merge from satellite_crash
34 Days Ago
Fixed a bug in satellite.launch
34 Days Ago
merge from satellite_crash
34 Days Ago
Satellite.launch now includes trhe usual debug rendering for target location.
34 Days Ago
merge from main
34 Days Ago
merge from demoui2
34 Days Ago
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
34 Days Ago
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles Tests: used Rust+ app to control the turret
34 Days Ago
merge from sculptures