125,653 Commits over 4,171 Days - 1.26cph!

4 Days Ago
merge dynamic_environment_volumes to naval_update
4 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
4 Days Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
4 Days Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
4 Days Ago
Fix compile errors
4 Days Ago
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4 Days Ago
PrefabIDs, manifest.
4 Days Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
4 Days Ago
Allow full stop in seek state
4 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
4 Days Ago
merge from climate -> deep_sea
4 Days Ago
fix HUD Vitals sorting layer overriding prefab value
4 Days Ago
Use 2D Distance instead Compile fix
4 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
4 Days Ago
Refactoring gun displays to use nested prefabs
4 Days Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
4 Days Ago
properly centered drone action prompt label on computerscreen ui
4 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
4 Days Ago
tropical palm server files
4 Days Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
4 Days Ago
Re-apply part of merge manually
4 Days Ago
Codegen
4 Days Ago
Setting up server palm trees entities.
4 Days Ago
merge from deep_sea -> deep_sea/climate
4 Days Ago
merge from demoshot_ui_fix
4 Days Ago
Fixed demo shot list UI text issues
4 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
4 Days Ago
Revert accidentally touched file
4 Days Ago
merge from more_options
4 Days Ago
4 Days Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
4 Days Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
4 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
4 Days Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
4 Days Ago
merge from deep_sea/wipe
4 Days Ago
Viewmodel_Shotgun_Shells -> main
4 Days Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
4 Days Ago
fix texture declaration, gizmo radius
4 Days Ago
oil rig leg variants
4 Days Ago
Floating city scene progress
4 Days Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
4 Days Ago
merge from drone_storage_slot
4 Days Ago
merge from main
4 Days Ago
Taller volcano smoke variant
4 Days Ago
merge from naval_update