130,909 Commits over 4,232 Days - 1.29cph!

10 Days Ago
Laser detector can now detect Vehicle_Large layer (tugboats)
10 Days Ago
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
10 Days Ago
More laser detector tests Cleanup
10 Days Ago
merge from main -> boxes_dlc
10 Days Ago
Hat.Cap repose
10 Days Ago
merge from helicopter_flare_balance_pass -> main
10 Days Ago
Buying a mini or scrappie from vendor automatically grants some flares
10 Days Ago
initial setting up of viewmodel paintballgun prefabs/anims
10 Days Ago
merge from main
10 Days Ago
Tweak cannon ball velocity/gravity.
10 Days Ago
Reset pitch and prevent aiming while reloading cannons, re-introduce third person reload animations for cannons, fix cannon animator never resetting reload progress when cancelling a reload.
10 Days Ago
Roadsign Glove LODs - Male/Female
10 Days Ago
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
10 Days Ago
Throw and fail the test if SpawnEntity failed
10 Days Ago
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
10 Days Ago
Merge: from main
10 Days Ago
merge from sorted_protobuf_gen
10 Days Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
10 Days Ago
Merge: from spectate_dontfloodsnapshots - reduce potential delay when starting to spectate a far-away player Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
10 Days Ago
merge from military_tunnels -> puzzle_reset_changes
10 Days Ago
Merge: from main
10 Days Ago
sort ProtoMessage Messages for codegen consistency
10 Days Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
10 Days Ago
Added laser detector tests
10 Days Ago
Update: spectator's snapshot queue is cleared when switching between far-away targets This should speed up switching around on a server. Doesn't help if the network write queue is backed up Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.
10 Days Ago
compile fixes
10 Days Ago
anim setting and mask updates for various mount animations
10 Days Ago
Knights armour helmet repose
10 Days Ago
update puzzle_reset_changes/military_tunnels
10 Days Ago
Shrink water treatment puzzle resets slightly S2P
10 Days Ago
merge from boat_building
10 Days Ago
Dome shrink puzzle reset from 60m -> 6m S2P
10 Days Ago
Occlusion gymnastics.
10 Days Ago
Harbor 2 shrink puzzle reset 50m -> 7m S2P
10 Days Ago
Harbor 1 shrink puzzlereset from 60m -> 7m S2P
10 Days Ago
Unfuck
10 Days Ago
trimming on FC4, FC2 S2P FCs
10 Days Ago
Merge from naval_update, take PlayerBoat.Server from source cus plastic is fucked
10 Days Ago
Merge from refactor_creation
10 Days Ago
turret_viewmodel -> naval_update
10 Days Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
10 Days Ago
Turn off viewmodel for now
10 Days Ago
comments
10 Days Ago
Remove double call to cache parts when loading. Fix trigger issue.
10 Days Ago
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10 Days Ago
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10 Days Ago
Combine create and load init, remove now redundant duplicated code.
10 Days Ago