135,837 Commits over 4,293 Days - 1.32cph!

5 Days Ago
merge from rpg_redirect_fix
5 Days Ago
merge from Youtooz_GroundwatchFix
5 Days Ago
merge from TechTreeT2_Muzzlebrakefix
5 Days Ago
merge from BearSkinRug2_Reloaded
5 Days Ago
merge from Xmas_CollisionMesh_Fix
5 Days Ago
merge from building_blocks_skin_and_fixes_dec25
5 Days Ago
merge from YouTooz scientist plushies LOD fix
5 Days Ago
cherrypicking bamboo_shelve_stacking
5 Days Ago
upressed SKS skinnable texture submissions to 2k from 1k
5 Days Ago
Merge from main
5 Days Ago
scrap box matrix added, updated icon, prefabs updated
5 Days Ago
supply lightdir/color for water again, adjust texture formats
5 Days Ago
fix double-rendering atmosphere
5 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
5 Days Ago
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
5 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
5 Days Ago
Merge from artist_pack_dlc
5 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
5 Days Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
5 Days Ago
Mark easel_col as r/w
5 Days Ago
Allow repairing cannons
5 Days Ago
pt_boat_turret_fixes -> main
5 Days Ago
- Fix rear turret being able to move outside its clamping bounds
6 Days Ago
Merge from naval_update
6 Days Ago
Server admin UI tab progress
6 Days Ago
merge from artist_pack_dlc -> main
6 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
6 Days Ago
fix interface compiler defines
6 Days Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
6 Days Ago
Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
6 Days Ago
Item list flex scroll fixes
6 Days Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
6 Days Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
6 Days Ago
Fix native grid crash with buoyancy batching enabled
6 Days Ago
Added playerboat.kill_all_above_deployable_count command.
6 Days Ago
Added keyboard controls to the item list
6 Days Ago
Merge: from main
6 Days Ago
Merge from deployable_limit
6 Days Ago
Enforce limit
6 Days Ago
merge from main
6 Days Ago
audio volume changes
6 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
6 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
6 Days Ago
merge from main -> fix_manifest_errors
6 Days Ago
Merge: from main
6 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
6 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
6 Days Ago
Deployable limit convar wip
6 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
6 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected