branchrust_reboot/maincancel

35,773 Commits over 4,352 Days - 0.34cph!

4 Hours Ago
Atmosphere & triggers.
5 Hours Ago
Final lighting sans atmos volume & culler.
5 Hours Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
5 Hours Ago
These static candles shouldn't be shadowcasting like that.
Today
Lighting prefab.
Yesterday
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
Yesterday
Lighthouse lighting prefab V2 (not applied)
Yesterday
merge from deepsea_fixes
Yesterday
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
2 Days Ago
server_browser_phrase_fix -> main
2 Days Ago
merge from deepsea_fixes
2 Days Ago
merge cannon_fuseburn to main
2 Days Ago
merge from deepsea_fixes
2 Days Ago
Fix cannon aim jitter on high ping when reloading and lighting the fuse
2 Days Ago
boat_highspeed_parenting_fix -> main
2 Days Ago
merge from /indirect_instancing
2 Days Ago
Merge from turret_paintball_fixes
2 Days Ago
Added two console commands clearcontainer and clearcontainer_radius.
2 Days Ago
Fix naval scientist laser sight not being on during the day
2 Days Ago
delay_browser_changes -> main
2 Days Ago
Fix FSMTransitionBase.get_Senses NRE
2 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
2 Days Ago
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
2 Days Ago
Scene2prefab
2 Days Ago
Scene2prefab
2 Days Ago
Scene2prefab
2 Days Ago
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2 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
2 Days Ago
merge from boxes_dlc
2 Days Ago
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2 Days Ago
Merge from shipping container optimizations
2 Days Ago
Committed missing collider mesh for deep sea signal computer
2 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
2 Days Ago
merge from deepsea_fixes
2 Days Ago
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
2 Days Ago
merge from wire_shader_pixel_scaling
3 Days Ago
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3 Days Ago
Fix PartialMobileStaticGrid NRE on startup
3 Days Ago
Fixed store skin tile header text wrapping issue
3 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
3 Days Ago
Merge from bushfix
3 Days Ago
Merge from boxes_dlc
3 Days Ago
Merge from signalcomputercollider
3 Days Ago
Merge from mobile_grid_fixes
3 Days Ago
merge from deepsea_fixes
3 Days Ago
merge from deepsea_fixes
3 Days Ago
Merge from tunnet_netgroup_fix
3 Days Ago
merge from deepsea_fixes
3 Days Ago
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3 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants