130,463 Commits over 4,232 Days - 1.28cph!

5 Days Ago
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
5 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
5 Days Ago
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
5 Days Ago
merge from naval_update
5 Days Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
5 Days Ago
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
5 Days Ago
Boat-shape scoring initial testing
5 Days Ago
merge from Sail_Minigun_desc
5 Days Ago
Boots LODs
5 Days Ago
Replaced boat crane meshes with proper prefab assets. S2P on FC3
5 Days Ago
Fixed radiation zones not disabling after players leave area
5 Days Ago
Merge from puzzle_reset_changes
5 Days Ago
merge from floating_cities
5 Days Ago
Subtract 135644
5 Days Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
5 Days Ago
Merge from eye_wearable_fix_2
5 Days Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
5 Days Ago
Allow all the frankenstein parts to be added to conveyor filters
5 Days Ago
Allow frankenstein mask in conveyor filters
5 Days Ago
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
5 Days Ago
Remove Viewmodel ghosting Fix dismount NRE
5 Days Ago
naval_update -> turret_viewmodel
5 Days Ago
vendor_ui_drone_accessibility -> main
5 Days Ago
- Show if a vending machine is accessible by a drone in the regular map - Shows same result as in the admin ui - When updating any building parts nearby a vending machine perform a check and see if we need to update the marker - Add profiling
5 Days Ago
Compile error fix
5 Days Ago
Restored AutomatedTests scene in Scenes menu
5 Days Ago
Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios Had to split PasteEntitiesInternal into multiple methods
5 Days Ago
rpg7 sounds
5 Days Ago
- Took a stab at fixing the worst flex UI known to man (my vendor ui) - Reorganised the layout, cleaned it up a bit - Fixed close button not aligning with the listings
5 Days Ago
merge from main
5 Days Ago
Merge from junkpile_jump_improvements_2
5 Days Ago
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
5 Days Ago
Merge from horse_medsyringe_healing
5 Days Ago
- Fix horse health not updating correctly in main vitals HUD - Horse health now gets a special horse icon in the vitals HUD. Cog icon is still used for other vehicles - Fix medical syringe showing horse speed boost as an incorrect percentage, now shows extra km/h
5 Days Ago
merge from main
5 Days Ago
Store drone accessible state on the map marker
5 Days Ago
Added a setting in the editor prefs to disable tests list export when entering play mode Disabled by default
5 Days Ago
Merge from main
5 Days Ago
Subtract 135187 (revert water jump out height to 13)
5 Days Ago
TestTrees cleanup
5 Days Ago
Align the sort settings to the top of the loot panel for large containers, the bottom for small
5 Days Ago
ttk convars
5 Days Ago
Cleanup, fix errors
5 Days Ago
Cleaned up client/server ores tests Added comments
5 Days Ago
Merge from box_sorting_ui
5 Days Ago
merge from puzzle_reset_changes -> main
6 Days Ago
Minor cleanups * Remove dummy functions in CLuaGameSystem Remove obsolete/undocumented/useless panel types from vgui.Create * Also duplicate entries for RichText and SpawnIcon Fixed asset://mapimage/ using wrong mime type Fixed a exit game crash to do with multirun * GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL Fix potential issues with networking code * Investigating "GetEntServerClass failed" error
5 Days Ago
Add radiation to launch puzzle reset S2P
5 Days Ago
Move trainyard puzzle reset on top of the puzzle room (only half covered it?) Add radiation to trainyard puzzle S2P
6 Days Ago
Add radiation to dome puzzle S2P