143,533 Commits over 4,383 Days - 1.36cph!

Yesterday
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Yesterday
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Yesterday
Apply lower LOD materials to hemp prefabs
Yesterday
Make wind disabled versions of hemp materials
Yesterday
industrial garage door; - texture updates still wip
Yesterday
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
Yesterday
Industrial Storage - texture update
Yesterday
Make lower LOD material variants of the berry plants with wind disabled
Yesterday
updated 3p c4 holdtype run/jog clips so they play correctly
Yesterday
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
Yesterday
main -> server_browser_update_2
Yesterday
merge from cpu_batching_submesh -> main
Yesterday
Fix merge conflicts on meshCache submeshes
Yesterday
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
Yesterday
binoculars_ui_refresh -> main
Yesterday
Merge from main
Yesterday
main -> binoculars_ui_refresh
Yesterday
- Change rangefinder palette to white - Fix dodgy material
Yesterday
Added Freestanding Sink Prop Models and Textures Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS Removed Old Freestanding Sink Prop Blockout Model
Yesterday
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
Yesterday
- Further shader improvements - Added scratch and lens dirt - Styled rangefinder - Seperate out new font material - Further minor changes
Yesterday
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
Yesterday
Updating ghost sheet skinning
Yesterday
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
Yesterday
Salvage cleaver animation updates
Yesterday
Mortar anim updates, IK hand fix and viewmodel camera animations
Yesterday
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
Yesterday
merge from automated_testing
Yesterday
Autoturret tests cleanup and fixes
Yesterday
- New supress HUD system - Supress HUD whilst you have it out - Add clicks that correspond to distance - Hide crosshair - Shader fixes and improvements
Yesterday
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
Yesterday
merge from main
Yesterday
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
Yesterday
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
Yesterday
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
Yesterday
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2 Days Ago
HBHF sensor tests fixes
2 Days Ago
merge mortar_prototype
2 Days Ago
Fix mortar compile error
2 Days Ago
merge from hbhf_power_fix
2 Days Ago
merge from automated_testing
2 Days Ago
Wait for Application.isLoading to be false before starting test on cold boot and batch mode SendNetworkUpdate early returns when Rust.Application.isLoading is true
2 Days Ago
Fixed HBHF sensor retaining its detection state if powered off while detecting someone
2 Days Ago
merge from gamephysics_schedule_improvements
2 Days Ago
- Revert MitigateSphereCapsuleCommands - Remove JobsSkipLocalQueue convar (shouldn't need it) - gamephysics/antihack consistency tests pass
2 Days Ago
main -> binoculars_ui_refresh
2 Days Ago
merge from mortar_prototype
2 Days Ago
Fix occlusion popping on mortar, add condition loss on shot