156,678 Commits over 4,536 Days - 1.44cph!

60 Days Ago
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60 Days Ago
Merge from gas_station_maintainables
60 Days Ago
Merge from rustnav_draw_fix
60 Days Ago
Fixed location of ids
60 Days Ago
Fix missing tile ids and dynamic navmesh support
60 Days Ago
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
60 Days Ago
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60 Days Ago
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60 Days Ago
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
60 Days Ago
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60 Days Ago
Merge from terrain_renderer
60 Days Ago
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60 Days Ago
merge from fix_second_hotbar -> main
60 Days Ago
Merge from main
60 Days Ago
Remove warning spam from hole renderer
60 Days Ago
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
60 Days Ago
Fix not being able to drag icons into the bottom row of the main inventory (second hotbar) due to the main inventory being rendered on top of the hotbar
60 Days Ago
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
2 Months Ago
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
2 Months Ago
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
2 Months Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
2 Months Ago
Fix keybinds showing under the second hotbar
2 Months Ago
merge from fix_highwall_decay_delay -> main
2 Months Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
2 Months Ago
Fixed lighting over time logic.
2 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
Allow IO entities to set custom min/max slack levels when creating connections with that entity Setup minimum wire slack level for connecting to powerline poles
2 Months Ago
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2 Months Ago
Burst compile these jobs in builds, shouldn't have issues with it anymore
2 Months Ago
Mirror icon16/eh.png to match the actual flag Update TTT: Updated Russian localization Added some more flag icons * IC, JE, GG Fixed some potential crash issues Unblock 2 mat_filter* convars from Lua * Since they don't actually get saved apparently Fixed most gamemode hooks from C++ still trying to read returned bool * Basically a whole bunch of Lua hooks called from C++ were still trying to read the return value of the hook as a bool and then never use it for anything. Now we simply do not try to read the boolean that we will never use. Affects over 100 unique gamemode hooks. Remove mat_norendering from engine.dll as well MORE ConVar changes * Unblock viewmodel_fov - not saved in GMod * Block cl_savescreenshotstosteam * Remove voice_debugfeedback - unused Change missed Gravity Gun hooks to also not get return value Manhack tweaks * Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks * Make regular Manhacks who HATE each other be able to hit each other Hopefully fixed LuaEmitter woes
2 Months Ago
MORE ConVar changes * Unblock viewmodel_fov - not saved in GMod * Block cl_savescreenshotstosteam * Remove voice_debugfeedback - unused Change missed Gravity Gun hooks to also not get return value Manhack tweaks * Make Hacked Manhacks not hit other Hacked Manhacks, and DO hit regular Manhacks * Make regular Manhacks who HATE each other be able to hit each other Hopefully fixed LuaEmitter woes
2 Months Ago
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2 Months Ago
merge from water_treatment_plant_maintainables
2 Months Ago
re-order component placement to fix road terrain creating issues with pipes
2 Months Ago
stronger terrain adjusting on water pipes
2 Months Ago
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2 Months Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
2 Months Ago
Tightened up anchors for cliff_hills_large_f
2 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
2 Months Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
2 Months Ago
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
2 Months Ago
Tightened up anchors for cliff_hills_large_a
2 Months Ago
merge from boat_foundation_clipping_improv
2 Months Ago
increase hull eject velocity
2 Months Ago
Hook up particles to stage based inspector references for later. Realm remove particles server-side
2 Months Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
2 Months Ago
configured trigger hurt scaling on boat foundations
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Merge from main