161,627 Commits over 4,597 Days - 1.46cph!

4 Days Ago
Clear unused reloadSounds array Fix not always using intended automatic fire rate whilst placed in a turret
4 Days Ago
fix tattoo file storage after merge from main
4 Days Ago
Restore alien costume sitem meta guid, changed in 167536 making it uncraftable
4 Days Ago
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
4 Days Ago
Removed parts of the TOD system that are no longer needed in RRP
4 Days Ago
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4 Days Ago
exported tattoo gun vm anims and linked textures to rig
4 Days Ago
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
4 Days Ago
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
4 Days Ago
Merge from main
4 Days Ago
Fix NRE in Rust+ CameraInput when the target camera was destroyed
4 Days Ago
update (added stand)
4 Days Ago
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
4 Days Ago
merge from main
4 Days Ago
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
4 Days Ago
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4 Days Ago
Updating branch; merge from main
4 Days Ago
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
4 Days Ago
merge from main
4 Days Ago
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
4 Days Ago
merge from stencil_changes
4 Days Ago
expanded tattoo ink colours
4 Days Ago
Merge from main
4 Days Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
4 Days Ago
Merge from indirect_instancing/stable
4 Days Ago
Procedural caves 7 - removes the old cave monument prefabs
4 Days Ago
Procedural caves 6 - cave well prefabs from procedural_caves
4 Days Ago
Procedural caves 5 - cave_entrance_c prefab in bundled caves
4 Days Ago
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
4 Days Ago
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
4 Days Ago
Procedural caves 4 - procedural entrance a scene and prefab
4 Days Ago
Procedural caves 4 - procedural entrance c scene and prefab
4 Days Ago
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
4 Days Ago
Procedural caves 4 - procedural entrance b scene and prefab
4 Days Ago
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
4 Days Ago
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
4 Days Ago
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
4 Days Ago
- Removed the old binocular overlay material and shader - Removed the amplify occlusion scripts - Removed missing scripts from various prefabs and scenes
4 Days Ago
merge from /brutalist/stagingpartvisibility
4 Days Ago
merge from main
4 Days Ago
Fixed the 14 different explosion master prefabs to work with the updated screen shake. Adjusted timings on med_mushroom flowmap for smoother playback.
4 Days Ago
Shitload of client player boat performance optimisations, including very worst-case Edit Boat check 4ms a frame -> 0.03
4 Days Ago
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
4 Days Ago
Updated M79 Grenade Launcher Textures
4 Days Ago
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
4 Days Ago
Cherry-pick BRG shadows into 6.7 (Experimental)