252,066 Commits over 3,959 Days - 2.65cph!
Fixed power plant puzzle bypass
PP S2P
Removed redundant prevent movement volumes (PP)
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Updated SteamVR / ported to Unity 2018
Fixed level loading twice
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Small oilrig S2P
Small oilrig hackable crate now behind red keycard
[D11] Ambient light. Fixing the compilation error.
Large oilrig hackable crate now behind red keycard
Removed all keycard spawners from large oilrig
Added The Stanley Parable to mountable games list
Added spawnmenu icons for The Stanley Parable and Fistful of Frags
Added missing map icon for gt_desperados (FOF map)
Buttons and Emitters also support transparency
[D11] Ambient light. Fixing the compilation error.
env_fade no longer crashes with its hidden activator only flag set and null activator
Added "activator only" flag for env_fade in base.fgd
Fixed script NREs on scenes without terrain
Fixed water treatment plant puzzle bypass
Removed redundant prevent movement volumes (WT)
WT S2P
Fixed GM:OnScreenSizeChanged crashing the game sometimes
[D11] - Removing read/write from weapon texture maps
Sandbox baloons can now be transparent
use RENDERMODE enums for color tool
changed RENDERMODE_TRANSALPHA to TRANSCOLOR like it should always have been
Added and tweaked Launch Site SAM positions
LS S2P
Item binding hint now uses same style as loading hints
Fixed text embeddings being too tight horizontally
Merge remote-tracking branch 'origin/master'
Static Sam site can only now be damaged by projectiles and explosives
added SamStatic protection
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Fixed bypassing trainyard puzzle
Removed redundant prevent movement volume
trainyard S2P
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs.
Forgot to reuse the WaitForSeconds object.
Lowered optimal water saturation amount for planter boxes.
Moved optimal value to a server convar (optimalPlanterQualitySaturation)
Make smart switch and alarm not craftable or researchable
Clamp SLOD distances to world grid spawn distance
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs
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Long overdue cleanup of building parts folder - removing unused files
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