125,385 Commits over 4,171 Days - 1.25cph!

10 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
10 Days Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
10 Days Ago
added missing rhib buttons
10 Days Ago
Add mannequin image to general store and page
10 Days Ago
Added dials to control panel on rhib crane
10 Days Ago
rhib crane lods and prefab
10 Days Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
10 Days Ago
Merge from parent
10 Days Ago
Hazmat suit despawn rarity set
10 Days Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
10 Days Ago
Scene cleanup / medical barge prefab
10 Days Ago
Revert change to calculating distance on MissionPoint
10 Days Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
10 Days Ago
Add method to calculate remaining path length
10 Days Ago
Revert bad file change from merge
10 Days Ago
tweaked lod distances on clothing mannequin to cull sooner
10 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
10 Days Ago
Merge from mission_create_streamlining
10 Days 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
10 Days Ago
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10 Days Ago
merge from decor_lighting_dlc
10 Days Ago
Clean: extra "can kick" annotation Tests: none, trivial change
10 Days Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
10 Days 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.
10 Days Ago
fluorescent wall light no longer a skin of the ceiling light
10 Days Ago
re-exporting 3p boomerang anim to fix shoulder issue
10 Days Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
10 Days Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
10 Days Ago
merge from dunes_barricade_fix2
10 Days Ago
merge from scrap_heli_gibs_fix_2
10 Days Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
10 Days Ago
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Rin
10 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
Patrol helicopter gibs
11 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
11 Days Ago
Apply 129057 on new branch
11 Days Ago
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11 Days Ago
merge from decor_lighting_dlc
12 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
12 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
12 Days Ago
merge from deep_sea/islands
12 Days Ago
Code cleanup
12 Days Ago
Scene backup. Editor script fix.
12 Days Ago
Set ghost ship as deep sea global networked
12 Days Ago
merge from naval_update/deep_sea