140,280 Commits over 4,505 Days - 1.30cph!

12 Months Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
12 Months Ago
added missing rhib buttons
12 Months Ago
Add mannequin image to general store and page
12 Months Ago
Added dials to control panel on rhib crane
12 Months Ago
rhib crane lods and prefab
12 Months Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
12 Months Ago
Merge from parent
12 Months Ago
Hazmat suit despawn rarity set
12 Months Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
12 Months Ago
Scene cleanup / medical barge prefab
12 Months Ago
Revert change to calculating distance on MissionPoint
12 Months Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
12 Months Ago
Add method to calculate remaining path length
12 Months Ago
Revert bad file change from merge
12 Months Ago
tweaked lod distances on clothing mannequin to cull sooner
12 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
12 Months Ago
Merge from mission_create_streamlining
12 Months Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
12 Months Ago
merge from decor_lighting_dlc
12 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
12 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
12 Months Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
12 Months Ago
fluorescent wall light no longer a skin of the ceiling light
12 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
12 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
12 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
12 Months Ago
merge from dunes_barricade_fix2
12 Months Ago
merge from scrap_heli_gibs_fix_2
12 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Rin
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
Patrol helicopter gibs
12 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
12 Months Ago
Apply 129057 on new branch
12 Months Ago
merge from decor_lighting_dlc
12 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
12 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
12 Months Ago
merge from deep_sea/islands
12 Months Ago
Code cleanup
12 Months Ago
Scene backup. Editor script fix.
12 Months Ago
Set ghost ship as deep sea global networked
12 Months Ago
merge from naval_update/deep_sea
12 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
12 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
12 Months Ago
Merge: from main
12 Months Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
12 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
12 Months Ago
Subtract 127690 - get rid of the custom Parallel class
12 Months Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
12 Months Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code