129,811 Commits over 4,201 Days - 1.29cph!

2 Months Ago
hooked up guide mesh on mannequin again
2 Months Ago
mannequin icon, added dlc pack dependency, added guidemesh
2 Months Ago
manual fix staticfields errors
2 Months Ago
Change mannequin inventory panel to look and work like a Locker
2 Months Ago
Chandelier - Added static worldmodel prefab
2 Months Ago
Ceiling fluorescent light deploy guide
2 Months Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
2 Months Ago
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2 Months Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
2 Months Ago
Add classic boat wandering state
2 Months Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
2 Months Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
main -> naval_update
2 Months Ago
workshop_loading_screen_fix -> main
2 Months Ago
Fixed bug allowing the info header to still stick around
2 Months Ago
Fix loading into workshop scene showing incorrect server information
2 Months Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
2 Months Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
2 Months Ago
Bigger waves at the edge of the deep sea when starting taking rads
2 Months Ago
viewmodel chainsaw update anims and anim controller edits
2 Months Ago
2 handed melee set of anim, entity and hold type updates
2 Months Ago
Merge from main
2 Months Ago
hooked up wall cabinet to unlock via decor lighting pack
2 Months Ago
Fixed table lamp missing its source item
2 Months Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
2 Months Ago
tugboat_shelf_fix -> main
2 Months Ago
Fix shelfs not working on tugboats
2 Months Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
2 Months Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
2 Months Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
2 Months Ago
Chandelier - updated icon
2 Months Ago
Fixed SteamInventoryGen breaking when an item is missing its description
2 Months Ago
Fixed sled_xmas skin missing its name and desc
2 Months Ago
merge from steaminventorygen_loc_fix
2 Months Ago
beanbag alternate material setup and made them skins of the chair
2 Months Ago
Compile fix
2 Months Ago
merge from deep_sea/collider_debug -> deep_sea
2 Months Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
2 Months Ago
Tripod models and colliders set to Deployed layer
2 Months Ago
merge from naval_update/deep_sea/radiation
2 Months Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
2 Months Ago
Wider rad volumes, removed a log
2 Months Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
2 Months Ago
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