143,763 Commits over 4,413 Days - 1.36cph!

2 Years Ago
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement PlaceCliffs child placements check terrain height and normal
2 Years Ago
Naming, cleanup, codegen
2 Years Ago
Fixed a warning regarding 'Colour Masks' Added some missing files
2 Years Ago
Fix multiple compressed tags not being parsed correctly in client browser
2 Years Ago
blunderbus viewmodel animation edits
2 Years Ago
Moved assets
2 Years Ago
Fixed some issues with opacity masking
2 Years Ago
Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
2 Years Ago
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
2 Years Ago
Add network time fix
2 Years Ago
Naming, moved things around, removed unused code
2 Years Ago
2 Years Ago
Added side by side trees using core/foliage and SpeedTree8Rust shaders
2 Years Ago
Speedtree with debugging info
2 Years Ago
blunder bus viewmodel animation idle pose edit
2 Years Ago
blunderbuss (needs renaming) materials and textures - before resize
2 Years Ago
More wire tool refactoring, the OnInput method mainly
2 Years Ago
sks 3p - all attachments now positioned correctly
2 Years Ago
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2 Years Ago
Fixed is client checks
2 Years Ago
Merged
2 Years Ago
Moved files
2 Years Ago
Pre-merge checkin
2 Years Ago
Updated shaders fixed culling masked trunk from transmission
2 Years Ago
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2 Years Ago
Fixed a crash due to recent changes when net messages sent to client too early Rework player name retrieval for player disconnection chat message Fixes the message sometimes not appearing, due to the player object being gone too soon. Fix NPCs being sometimes blind due to recent changes
2 Years Ago
Fix dodgy rigidbody linls
2 Years Ago
editing blunderbus viewmodel animations
2 Years Ago
Delete the sks item skin asset, prevents it from being crafted as a SAR skin Update skin list
2 Years Ago
WIP sending a special death info to the player when they die due to sleeping in a safe zone
2 Years Ago
merge queue_tracking -> analytics_server_profiling
2 Years Ago
Track queue size, events processed & execution time per queue per frame - bool to enable / disable it of course
2 Years Ago
Split ObjectWorkQueue out of ObjectWorkQueue<> Rename some variables to uppercase
2 Years Ago
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
2 Years Ago
merge from main -> analytics_server_profling
2 Years Ago
Adjusted motorbike fuel use
2 Years Ago
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
2 Years Ago
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
2 Years Ago
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
2 Years Ago
Unsaved
2 Years Ago
Send the cargo ship patrol path to the player, render it on the map
2 Years Ago
Chromatic ab fix.
2 Years Ago
Fix
2 Years Ago
Blur method solution test
2 Years Ago
New human-powered fuel class + more refactoring
2 Years Ago
Updated wire materials, fixed the weird reflection on directional materials
2 Years Ago
Refactored colored IO lines prefab spawning
2 Years Ago
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together S2P harbor_1
2 Years Ago
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
2 Years Ago
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side