139,226 Commits over 4,474 Days - 1.30cph!

Yesterday
fix water pipes sounds not playing
Yesterday
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
Yesterday
Rebuild localization phrases
Yesterday
Upped density of power plant chimney smoke
Yesterday
Merge from main
Yesterday
LOD/fake render setup for new stuff
Yesterday
Fix bad merge for vine tree fix
Yesterday
Fusebox indicators & related files. Lighting prefab update.
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Yesterday
Merge from main
Yesterday
Enable model
Yesterday
Fixes
Yesterday
Further tightened anchor setup of cliff_hills_large_b
Yesterday
Re-add to prefab
Yesterday
Debug rendering for directions
Yesterday
Rotate impact effect to match satellite travel direction
Yesterday
Merge from PMM
Yesterday
Sat entity fx recovery
Yesterday
Comment purge/cleanup
Yesterday
Tightened anchor setup for cliff_hills_large_c
Yesterday
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Yesterday
Add terrain raycast checks, default off, behind a convar.
Yesterday
Merge from satellite_crash
Yesterday
Fixed a bug in satellite.launch
Yesterday
merge from satellite_crash
Yesterday
Satellite.launch now includes trhe usual debug rendering for target location.
Yesterday
merge from main
Yesterday
merge from demoui2
Yesterday
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
Yesterday
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
Yesterday
merge from sculptures
Yesterday
removed old wrong sculpting tooltip
Yesterday
merge from main
Yesterday
Grow buffer when hole counts reach limits Fix editor only issue of depth prepass not running when returning from playmode
Yesterday
merge from main
Yesterday
Merge from satellite_crash
Yesterday
Codegen
Yesterday
Merge from satellite_crash
Yesterday
Merge from PMM
Yesterday
Merge from crash_fix
Yesterday
Reskinned the garage door
Yesterday
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
Yesterday
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
Yesterday
Merge from bag_favourite
Yesterday
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
Yesterday
Merge from occlusion_culling_nre_fix_2
Yesterday
Unsaved
Yesterday
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions