198,661 Commits over 4,140 Days - 2.00cph!

11 Months Ago
Merge from main
11 Months Ago
Merge from hackweek_accessibility_colourblind
11 Months Ago
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
11 Months Ago
Merge from main
11 Months Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
11 Months Ago
Ability for WaterLevel to detect nearby water culling volumes above
11 Months Ago
Ocean surface reflection tweaks for better sunsets.
11 Months Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
11 Months Ago
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
11 Months Ago
Merge main -> DPV
11 Months Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
11 Months Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
11 Months Ago
Minor legacy text finder editor window NRE fix
11 Months Ago
Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse' 'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
11 Months Ago
Forgotten file (WaterBody)
11 Months Ago
Converted texts from the following loot panels to RustText: - recycler - mixing table - attack heli rockets - attack heli turret - bigwheel + localized a few missing strings
11 Months Ago
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
11 Months Ago
merge from store-ui-dlc-pages
11 Months Ago
waterwell shopkeeper jumpsuit prefab and inventory
11 Months Ago
▊▄▉▍▉ ▄▄▊▅▌▍▊▌▊▅▆▄▍ ▉▍█▊ ▉▆▄ ▌▉▅▋▅▊▊ ▉▆▅ ▍▉ ▍ ▊█▊▇▍ █▅█
11 Months Ago
attachment updates, icon added, worldmodel prefab fixes
11 Months Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
11 Months Ago
Fixed upkeep time vital NRE
11 Months Ago
Block kvcdoor Fixed potential crashes to do with textures More safeguards against malformed .gma files Groundwork for networking serverside tracers spread on Y axis
11 Months Ago
merge from wallpaper
11 Months Ago
Run material setup on procedural objects even if the world is cached
11 Months Ago
Subtracting 103462 (causing water rendering regressions)
11 Months Ago
Converted texts from the following loot panels to RustText: - horse storage - auto turret - fuel - fuse - generics - player corpse - fish trap - lantern - locker Fixed some loot panels showing "Loot" in their header instead of their actual name
11 Months Ago
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test) Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
11 Months Ago
Merge from nexus
11 Months Ago
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact) Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
11 Months Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
11 Months Ago
Update FP.Nexus - fix failing to receive larger messages
11 Months Ago
world_update_2 -> world_update_2/radioactive_water
11 Months Ago
Merge from main
11 Months Ago
Prefab<T> caches PrefabAttribute on repeat calls
11 Months Ago
demo_nametag -> main
11 Months Ago
Ensured new nametag behaviour respects user setting nametags to true
11 Months Ago
demo_nametag -> main
11 Months Ago
Nametags are now re-enabled in basically every case when leaving a demo
11 Months Ago
Merge: from /main/expand_ipooled Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
11 Months Ago
Merge: from main I've reached a good checkpoint, so prepping to merge back to staging Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
11 Months Ago
waterwell shopkeeper materials
11 Months Ago
First stab at fixing demos not re-enabling tags: -Removed rendundant nametag enabled check -Force an attempt at re-enabling tags anyway
11 Months Ago
merge from digitalclock
11 Months Ago
Updated digital clock protection values
11 Months Ago
merge from main
11 Months Ago
merge from arabic
11 Months Ago
Applied the auto size settings from 103449 to the new accessibility colour dropdowns
11 Months Ago
merge from main