161,466 Commits over 4,597 Days - 1.46cph!

Yesterday
Clear unused reloadSounds array Fix not always using intended automatic fire rate whilst placed in a turret
Yesterday
fix tattoo file storage after merge from main
Yesterday
Restore alien costume sitem meta guid, changed in 167536 making it uncraftable
Yesterday
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
Yesterday
Removed parts of the TOD system that are no longer needed in RRP
Yesterday
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Yesterday
exported tattoo gun vm anims and linked textures to rig
Yesterday
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
Yesterday
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
Yesterday
Merge from main
Yesterday
Fix NRE in Rust+ CameraInput when the target camera was destroyed
Yesterday
update (added stand)
Yesterday
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
Yesterday
merge from main
Yesterday
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
Yesterday
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Yesterday
Updating branch; merge from main
Yesterday
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Yesterday
merge from main
Yesterday
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
Yesterday
merge from stencil_changes
Yesterday
expanded tattoo ink colours
Yesterday
Merge from main
Yesterday
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Yesterday
Merge from indirect_instancing/stable
Yesterday
Procedural caves 7 - removes the old cave monument prefabs
Yesterday
Procedural caves 6 - cave well prefabs from procedural_caves
Yesterday
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Yesterday
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Yesterday
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Yesterday
Procedural caves 4 - procedural entrance a scene and prefab
Yesterday
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Yesterday
Procedural caves 4 - procedural entrance b scene and prefab
Yesterday
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Yesterday
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Yesterday
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
Yesterday
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
Yesterday
merge from /brutalist/stagingpartvisibility
Yesterday
merge from main
Yesterday
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
Yesterday
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
Yesterday
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Yesterday
Updated M79 Grenade Launcher Textures
Yesterday
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Yesterday
Cherry-pick BRG shadows into 6.7 (Experimental)
Yesterday
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.