194,188 Commits over 4,079 Days - 1.98cph!

6 Years Ago
OBB blocker tweaks Reduced radiation volume Loot spawns no longer block AI Slightly reduced navmesh size Scene2Prefab
6 Years Ago
Merge my new missions
6 Years Ago
New NPC gang attack missions
6 Years Ago
Generalize the zombie kill mission task to cover and NPC type
6 Years Ago
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
6 Years Ago
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
6 Years Ago
fix tmp resources path folder tweaked sponsor objective panel ui
6 Years Ago
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6 Years Ago
Restore reverse mix op
6 Years Ago
Pulled terrain fetch improvements from main
6 Years Ago
Zombie mission complete
6 Years Ago
fixed reflection probe warning removed ui-extention example to get rid of the warning spam
6 Years Ago
Zombie mission improvements
6 Years Ago
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read Nuked terrain atlas related sampling; now array only Toned down parallax a bit
6 Years Ago
fixed tmp warning moved tmp ressources files re render map preview with correct vtx color
6 Years Ago
Add zombie killing mission + other edits
6 Years Ago
remade candy explosion FX file/folder cleanup
6 Years Ago
Various mission work
6 Years Ago
Progress
6 Years Ago
Improving checkpoint calculation
6 Years Ago
Scene backup. Fixed GPU instancing being off on all excavator mats.
6 Years Ago
Progress
6 Years Ago
Dof Settings
6 Years Ago
More toolbar
6 Years Ago
New backup lights & lighting prefab wip.
6 Years Ago
[D11] temp fix for spewing error, water system will be upgraded
6 Years Ago
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
6 Years Ago
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
6 Years Ago
Added platform.force and platform.exclusion test entities
6 Years Ago
Player inherited velocity is networked
6 Years Ago
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
6 Years Ago
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
6 Years Ago
Latest Drop (game)
6 Years Ago
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
6 Years Ago
added garage door with lods and anims
6 Years Ago
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
6 Years Ago
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
6 Years Ago
[D11] shadow fix from 36347
6 Years Ago
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
6 Years Ago
[D11] merge fix
6 Years Ago
Translate logic_choreographed_scene
6 Years Ago
Restore npc_dog footsteps
6 Years Ago
[D11][UI] Removed unnecessary objects
6 Years Ago
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
6 Years Ago
C_BaseFlex initializes its matrix on creation
6 Years Ago
[D11][UI] Removed and disabled layout elements in NetGraph and branding
6 Years Ago
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
6 Years Ago
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