161,384 Commits over 4,597 Days - 1.46cph!

19 Minutes Ago
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1 Hour Ago
Fixed landlocked lakes near the spawn beach sometimes creating valid spawn points, players can now only spawn on true beaches. Also fixes lighthouses spawning inland and not off the beach. PlaceMonuments and SpawnHandler both use an outside-in floodfill ocean check to distinguish inland ocean topology with real connected ocean.
2 Hours Ago
Extended the Rail Lift stage to also fix any floating rails (pre-existing to cs170256), this could happen at a junction where one rail goes uphill but the lower rail sculpts terrain from underneath the other.
2 Hours Ago
first pass at npc routines + editor authoring
3 Hours Ago
fix water wheel menu NRE
3 Hours Ago
fix edge case swimmingNPC and simpleShark look rotation zero error
3 Hours Ago
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins seagull corpses can now float
3 Hours Ago
Update: include assetscenes in contentdir build Back to 43k assets, 14.3GB output Tests: build server content dirs
4 Hours Ago
Fixed some compile warnings Rename some tool project internal names Minor cleanup Allow m_hGoalEnt in SetSaveValue Try to account for info_ladder_dismount inside ground Allow m_hPhysicsEnt in SetSaveValue * hEnemy is replaced by NPC:SetEnemy Fixed NPC related crashes Minor cleanups Added Player:RunConsoleCommand * It's serverside only, has the same limitations as Global.RunConsoleCommand Use Player:RunConsoleCommand in some sandbox tools Fixed citizen_sheet_bloody.vtf appearing blurry Added icons for the 5 new TF2 maps Only prompt quit confirm when using ALT+F4
4 Hours Ago
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4 Hours Ago
Update: use a whitelist to reduce the amount of rogue assets that make it into server ContentDir builds Shrinks builds from 16.5GB to 9.1GB (44k -> 32k assets) Tests: ran build
4 Hours Ago
Simpler fix for the lighthouse crate spawning inside the ground, S2P lighthouse
4 Hours Ago
Removed unused shaders and removed the GrabPass from the optimized blur shader
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
Removed all BiRP only subshaders that previously handled GrabPasses
4 Hours Ago
added seagull head trophy to huntingtrophy small prefab. Added a head dispense to the seagull corpse prefab.
4 Hours Ago
Clear unused reloadSounds array Fix not always using intended automatic fire rate whilst placed in a turret
4 Hours Ago
fix tattoo file storage after merge from main
5 Hours Ago
Restore alien costume sitem meta guid, changed in 167536 making it uncraftable
5 Hours Ago
Add pause between being allowed to rename after petting livestock to prevent accidental double taps starting a rename
5 Hours Ago
Removed parts of the TOD system that are no longer needed in RRP
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
exported tattoo gun vm anims and linked textures to rig
5 Hours Ago
let FSM graph debug selected client entities in the inspector (just find the server entity from the client one)
5 Hours Ago
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
5 Hours Ago
Merge from main
5 Hours Ago
Fix NRE in Rust+ CameraInput when the target camera was destroyed
5 Hours Ago
update (added stand)
5 Hours Ago
- Removed more old image effects - Updated scenes and prefabs to remove old missing components
5 Hours Ago
merge from main
5 Hours Ago
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
5 Hours Ago
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6 Hours Ago
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6 Hours Ago
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6 Hours Ago
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6 Hours Ago
Updating branch; merge from main
6 Hours Ago
Fixed brown crate spawning inside the floor when lighthouse hasnt been repaired. S2P Lighthouse
Today
merge from main
Today
Fixed railway tracks getting buried by terrain from TerrainHeightSet smoothing of cliff backfaces as well as rail terrain and road terrain stages - new World Setup stage 80 `Rail Lift` to look for buried rail and gently raise. Overlapping rails/junctions/sidings are lifted together so junctions line up. Tested 5 seeds in editor, observing better rail visuals and no issues using the workcart. 0.4s stage time
merge from stencil_changes
expanded tattoo ink colours
Today
Merge from main
Today
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Today
Merge from indirect_instancing/stable
Today
Procedural caves 7 - removes the old cave monument prefabs
Today
Procedural caves 6 - cave well prefabs from procedural_caves
Today
Procedural caves 5 - cave_entrance_c prefab in bundled caves