138,979 Commits over 4,474 Days - 1.29cph!

11 Months Ago
Add mannequin image to general store and page
11 Months Ago
Added dials to control panel on rhib crane
11 Months Ago
rhib crane lods and prefab
11 Months Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
11 Months Ago
Merge from parent
11 Months Ago
Hazmat suit despawn rarity set
11 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
11 Months Ago
Scene cleanup / medical barge prefab
11 Months Ago
Revert change to calculating distance on MissionPoint
11 Months Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
11 Months Ago
Add method to calculate remaining path length
11 Months Ago
Revert bad file change from merge
11 Months Ago
tweaked lod distances on clothing mannequin to cull sooner
11 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
11 Months Ago
Merge from mission_create_streamlining
11 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
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
11 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
11 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.
11 Months Ago
fluorescent wall light no longer a skin of the ceiling light
11 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
11 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
11 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
11 Months Ago
merge from dunes_barricade_fix2
11 Months Ago
merge from scrap_heli_gibs_fix_2
11 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Rin
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Patrol helicopter gibs
11 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
11 Months Ago
Apply 129057 on new branch
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
11 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
11 Months Ago
merge from deep_sea/islands
11 Months Ago
Code cleanup
11 Months Ago
Scene backup. Editor script fix.
11 Months Ago
Set ghost ship as deep sea global networked
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
11 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)
11 Months Ago
Merge: from main
11 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)
11 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
11 Months Ago
Subtract 127690 - get rid of the custom Parallel class
11 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
11 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
11 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
11 Months Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.