202,633 Commits over 4,171 Days - 2.02cph!

7 Days Ago
Ceiling fluorescent light deploy guide
7 Days Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
7 Days Ago
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7 Days Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
7 Days Ago
Add classic boat wandering state
7 Days Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
7 Days Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
7 Days Ago
naval_update -> scientist_boat_ai
7 Days Ago
main -> naval_update
7 Days Ago
workshop_loading_screen_fix -> main
7 Days Ago
Fixed bug allowing the info header to still stick around
7 Days Ago
Fix loading into workshop scene showing incorrect server information
7 Days Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
7 Days Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
7 Days Ago
Bigger waves at the edge of the deep sea when starting taking rads
7 Days Ago
viewmodel chainsaw update anims and anim controller edits
7 Days Ago
Backup from main
7 Days Ago
update from main
7 Days Ago
Updating from main
7 Days Ago
2 handed melee set of anim, entity and hold type updates
7 Days Ago
Backup
7 Days Ago
Merge from main
7 Days Ago
hooked up wall cabinet to unlock via decor lighting pack
7 Days Ago
Fixed table lamp missing its source item
7 Days Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
7 Days Ago
tugboat_shelf_fix -> main
7 Days Ago
Fix shelfs not working on tugboats
8 Days Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
8 Days Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
8 Days Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
8 Days Ago
Chandelier - updated icon
8 Days Ago
Fixed SteamInventoryGen breaking when an item is missing its description
8 Days Ago
Fixed sled_xmas skin missing its name and desc
8 Days Ago
merge from steaminventorygen_loc_fix
8 Days Ago
beanbag alternate material setup and made them skins of the chair
8 Days Ago
Compile fix
8 Days Ago
merge from deep_sea/collider_debug -> deep_sea
8 Days Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
8 Days Ago
Tripod models and colliders set to Deployed layer
8 Days Ago
merge from naval_update/deep_sea/radiation
8 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
8 Days Ago
Wider rad volumes, removed a log
8 Days Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
8 Days Ago
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8 Days Ago
fix feet showing through mannequin, impact effects blood -> wood
8 Days Ago
Added rad volumes at the edges of the deep sea