240,764 Commits over 3,867 Days - 2.59cph!

12 Months Ago
Use Brackets for keys in PrintTable (#1754) To avoid confusion when there is [357] and ["357 "] for example. Example of how that looks: ``` [0.000000 0.000000 0.000000] = Vector [1] = Number [Entity [0][worldspawn]] = Entity ["stringIndex"] = String ```
12 Months Ago
Fix strong handle leak in Texture.FromNative
12 Months Ago
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
12 Months Ago
Fixed weird circular / tight rail generation around rail entrances
12 Months Ago
Detection point and debug gizmos.
12 Months Ago
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
12 Months Ago
IsTypeParameterRequired shouldn't check properties
12 Months Ago
12 Months Ago
Compile fix.
12 Months Ago
Swapped PlayerMetabolism override to only be on the server.
12 Months Ago
Clicking a GameObject in a GameObjectControlWidget will select it Fill out TreeNode.HasDescendant for GameObjects
12 Months Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
12 Months Ago
Sweetspot detection wip
12 Months Ago
12 Months Ago
Pure methods become expression nodes
12 Months Ago
Swapped to using DDraw for frustum rendering.
12 Months Ago
12 Months Ago
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
12 Months Ago
Clear DoF_Ents table on DOF_Kill (#2020)
12 Months Ago
Updated trace code from Jay
12 Months Ago
Fix colliders not rebuilding when editing transform or collider properties
12 Months Ago
Serialization
12 Months Ago
Rescale body when setting transform with different scale
12 Months Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
12 Months Ago
Remove the debug gizmo text output in CharacterControllerHelper
12 Months Ago
merge from main
12 Months Ago
merge from base_decor_DLC
12 Months Ago
network++
12 Months Ago
merge from base_decor_DLC
12 Months Ago
UI merge fix
12 Months Ago
12 Months Ago
Test mount/unmount VPK methods Remove file extension when passing to Mount/UnmountVPK Use ChangeExtension instead as apparently this preserves the path... Fix IsVPKMounted check not working
12 Months Ago
merge from main
12 Months Ago
Leaderboard backup, run #6773
12 Months Ago
Placement improvements, tutorial should now be mostly completable with new mesh
12 Months Ago
Main camera mask edit to include the new layer
12 Months Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
12 Months Ago
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
12 Months Ago
Save the baked foliage into a special mesh that just stores data. Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh Load the foliage on the client when loading into the tutorial
12 Months Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
12 Months Ago
Replicate shadow casting and layers
12 Months Ago
Exposed parameter didn't save? Try again
12 Months Ago
Match compressor on all audio mixer snapshots
12 Months Ago
Make sure compression var is saved
12 Months Ago
SweepBody, SweepBodyMultiple
12 Months Ago
Switched again to -6 and -12
12 Months Ago
Reduced threshold settings slightly after testing to -6.5 or -13
12 Months Ago
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
12 Months Ago
Shape sweeping
12 Months Ago
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.