256,252 Commits over 4,018 Days - 2.66cph!

5 Months Ago
Merge from world_update_2
5 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
5 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
5 Months Ago
Merge from media_projects/frontiersman_media
5 Months Ago
Parent merge
5 Months Ago
Parent merge
5 Months Ago
Merge from world_update_2
5 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
5 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
5 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
5 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
5 Months Ago
Clothing update
5 Months Ago
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
5 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
5 Months Ago
fix viewmodel anim sounds not playiing during ADS
5 Months Ago
Clothing update
5 Months Ago
Missing files
5 Months Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d
5 Months Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
5 Months Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
5 Months Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
5 Months Ago
merge fix_train_tunnel_rain -> main
5 Months Ago
world_update_2 -> Aux2
5 Months Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
5 Months Ago
Fix using wrong GetHeight() overload
5 Months Ago
Fix rain getting players wet when they are inside train tunnels - extend the top position of the sky check to 1m above terrain if the players is >100m below terrain - this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
5 Months Ago
5 Months Ago
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Human: removed Rust animations
5 Months Ago
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Bump protocol network
5 Months Ago
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5 Months Ago
Add cover component supporting primitive shapes
5 Months Ago
Fix incorrect line in OBB DebugDraw
5 Months Ago
Update Facepunch.ActionGraphs
5 Months Ago
Human: move staging to main
5 Months Ago
5 Months Ago
Fixed exposed property value edge cases
5 Months Ago
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5 Months Ago
world_update_2 -> Aux2
5 Months Ago
radioactive_water -> world_update_2
5 Months Ago
Radioactive water~ - Ensure base radioactivity is always set on object init - Ensure base radioactivity is always set on object load - Added profiling to item container rad count - Move radiation map creation to just happen when the first radioactive body tries to add anything
5 Months Ago
Chip count Tag friendly names
5 Months Ago
Split left / split right copies path
5 Months Ago
Split left / split right Chips from tags
5 Months Ago
Add Panel.Style.ResetAnimation and Panel.Style.StartAnimation Add Panel.FlashClass - which will add a class for a specified number of seconds Add Scene.RunEvent<T>
5 Months Ago
Refactor Asset locations - remove duplicated nodes, target Assets dir only, tweak styling https://files.facepunch.com/alexguthrie/1b1811b1/NVIDIA_Overlay_Uk3MO0IfOp.png