141,206 Commits over 4,505 Days - 1.31cph!

38 Minutes Ago
Fix prevent building volumes being baked into the navmesh instead of ignored
50 Minutes Ago
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
58 Minutes Ago
merge from vehicle_pooling
58 Minutes Ago
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
1 Hour Ago
Codegen
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Merge from main
1 Hour Ago
animation imports + keyframe curve editor
1 Hour Ago
Deleted old prefab location
1 Hour Ago
Ladder collision and LOD setup
1 Hour Ago
Merge from main
1 Hour Ago
Merge from hackweek_random_skin_crafting
2 Hours Ago
GC optim
3 Hours Ago
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
3 Hours Ago
Merge from main
3 Hours Ago
3 Hours Ago
Adjusted frame for triangle top tier hatch
4 Hours Ago
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
4 Hours Ago
Buildfix: fix merge issues Tests: editor opens
4 Hours Ago
Merge: from main
4 Hours Ago
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
4 Hours Ago
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
4 Hours Ago
Arrow Revamp Icon fixes
4 Hours Ago
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
5 Hours Ago
Merge: from main
5 Hours Ago
Merge from main
5 Hours Ago
Added changes that should have been checked out with the last commit
5 Hours Ago
Added support for Deferred+ lighting
5 Hours Ago
Repair bench fix
5 Hours Ago
SAM site vs drone buffs wip: Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
Rin
6 Hours Ago
merge from swamp_tree_buff
Rin
6 Hours Ago
Increase all swamp tree wood harvest from 300 to 1000
6 Hours Ago
Random includes the default skin now too
Today
Cached skin id fix
Today
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback Removed the burnout/launch attempt, wasn't working right Fixed engine revs to use front wheel speed instead of rear (AWD so no difference) Rear wheels now visually lock during a handbrake instead spinning
Today
Today
Refactor
Today
merge from main, fix proto conflict
Today
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
Today
Merge from main
Today
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Today
Merge from render_pipeline_testing
Today
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Today
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Today
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
Today
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Today
Merge from new_navmesh_fixes
Today
Merge from cactus_impact_effects
Today
Merge from FoundationMeleeLOS_fix
Today
Merge from high_external_wallgate_COL