248,610 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Missed the original's repair item
4 Years Ago
▅▋▇▉ ▅▆▇▍ ▌█▊▍▍, █▇▊▅█▅, ▄▉▋▅▅▍, ▍▌▅▄▊ ▊▊▆▍▍ ▅▊▍▌▆▍▉▊▋▄▄
4 Years Ago
▊█▊▆ ▋▇▌█▋▄▍ ▆ ▆▍▊ ▍▋▌▄▊▇█
4 Years Ago
small, medium and neon signs
4 Years Ago
Fixed chase state. Fixed events with no output state container linked not continuing execution correctly. Fixed IsVisible event using the targets attack interface instead of the owners. Brain senses can now handle the LOS checks. UI serialization improvements. More scientist AI design wip.
4 Years Ago
fbx files
4 Years Ago
small, medium and large neon signs with proper collision areas and paintable set up
4 Years Ago
Bind EngineServiceMgr
4 Years Ago
Sandbox.Manage isn't used anymore (kind of)
4 Years Ago
▍█▋▋▉▆▋▌ ▌▉▋ ▋█▆▋▊▋-▉▌▍█▋▌▇▆ ▋▍▅▌▆▋▉▄ ▋▅▌▄▉▉▋▌▇▅ ▋▌▍▍▆ █▇ ▄▍ ▉▋▆▅▊█▉ ▋▇▉ ▄▊▋▆▋▊▅▌ ▊▆▄ ▅▄▅ ▊▄▉▆▋▋▋ █▆▋▄▆ █▍▆▊▍▋█▆ ▆█▄▊▆ ▆▄▉ ▋▋▍█▊▅▉▉
4 Years Ago
bind ISceneView.GetMainViewport Changed RootSize to RootBounds
4 Years Ago
▍▌▇▇▊▉▌▌▊ ▋▇▅▄▆▇▇▍▆▌ ▅▅▆█▊▄█▆▍▆▊▍ ▄▆▋█▋ ▇▅▅▊ ▇▋▍▉ ▋▆▆▅▆▅▋▄▅▇ ▌▊▇ ▋▇▅▆▍▊ ▍▋▆▍▇ ▋▉▄▋ (▅▆▌█▇▍ ▌▋ ▅▄▊▅ ▌▍▍▌▌)
4 Years Ago
▇▉▊▅▅▊▇▇▉▇ ▉█ ▇▋▊▋▉▊▌▋ ▄▄▇▇▍ ▌▇▆ ▍▌▊▋▌▊▄ ▋▉█▍ ▄▉█▇█ ▆▇▍▅▅▍▊▊ ▇▅▊▇▆▇▆ ▇▆ ▄▇▊▋▋▉▊ ▊▌▆▄▊▋ ▆▉▊▌▄▉▌▆▅▄▅ ▄▇▊▍▋█▅▆ (▊▋█▄▋▊█▋ ▆▉▆ ▋▊▍▊▍▅▋▇▆▊█▄▍▇▉, ▋█▍▋▌█▄=▌.▄▍)
4 Years Ago
Hovering Clicking Citizen crouch blend
4 Years Ago
Added Texture.Update( IntPtr, ... ) Added UI2 Added UI2 Tests Added Vector2.Distance Changed float.Lerp to float.LerpTo Merged Color with ui2 version, adds more advanced parsing, webcolor names Moved Length to Sandbox.System Merged Rect with UI2 Rect No need for this time class now Added Rect+Vector2 Added RenderContext class Styles.Set allows multiple styles Don't crash if renderer doesn't provide a text block Interop: Fixed cref not working with ref Bind Plat_ScreenToWindowCoords, Plat_WindowToScreenCoords Added EngineLoop.HandleInputEvent - allow managed to take the first chomp at input UI2Test Update RenderingManager.cs
4 Years Ago
Sled crafting costs and time No longer researchable
4 Years Ago
▇▇▌▇▇▅▉▇ ▄▍▊▆ ▊▊▌▆▌▅▊▅▉▄ ▊▍▉▆▍▌▌ ▊▅▋ ▆▉▋▉▆▋ (▇▋█▇▅▄▅▌ ▉▅▋█▆▌ █▇▌▆▋ & ▍▋▅▆▋██▋▍▄▄▍ )
4 Years Ago
manifest Updated neon sign crafting time and cost
4 Years Ago
Updated Ice wall item naming and repair
4 Years Ago
mech balance, add some explosive pixels more mech balance mech top powerup more balance, fade/blink remove vines blink/fade remove petrify tentacle balance
4 Years Ago
Disable trail fx when not on snow
4 Years Ago
More speed
4 Years Ago
Make initial force last longer if the sled is on a flat surface
4 Years Ago
Fixed some incorrect steering logic Removed some debug stuff
4 Years Ago
Initial work moving WorkCart glass to a separate sub-entity
4 Years Ago
Set up xmas variant
4 Years Ago
Adjust collision damage forces
4 Years Ago
Custom seat prefabs and updated mount positions
4 Years Ago
Dismount if sled ends up in water More drag, speed and turn tweaks
4 Years Ago
Reduce initial velocity when not on snow Dismount if sled flips
4 Years Ago
Add missing bool
4 Years Ago
Remove no-longer-used ground quality enum
4 Years Ago
Add IsOnSnowOrIce bool to terrain handler
4 Years Ago
Allow setting the weather adjust toggle when game is not running
4 Years Ago
Rust Editor changes: - Add master toggle for weather selection, so it doesn't override automatically - Refactor some layout so the editor window works without horizontal scrolling at smaller widths
4 Years Ago
Remove flyby sounds form snowball gun shots
4 Years Ago
Speed tweaks
4 Years Ago
Icon
4 Years Ago
Increase drag, add some support for slight turning input
4 Years Ago
Simplify VehicleTerrainHandler ground quality method since we only use the road component
4 Years Ago
Merge from main
4 Years Ago
Fixed a legacy vehicle terrain check bug Fixed pickup/repair
4 Years Ago
Train protection values edit
4 Years Ago
▆█▄▉▆ ▉█▌▊ ▍▋▆▄
4 Years Ago
Apply some force over time when a player mounts the sled
4 Years Ago
▅▌▊▅ ▆▌ ▉▌█▆▆▊ ▊▉▉▅▊▆
4 Years Ago
▊▉▍▌▌▍▅ ▇▇▌▉▌▍ ▄▌▉▆ ▉▌▉ ▉▊▉█▉▍ ▅▆
4 Years Ago
Use zero friction absolute
4 Years Ago
Initial sled setup and material swapping boilerplate
4 Years Ago
New handling for collisions between kinematic trains