124,938 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Reworked how we handle loot distribution changes, each item now has a loot distribution type and the game mode can raise or lower the weights of all items with that type. Only has a firearms options right now This is independent of the item category as we need to be a bit more fine grained, it's also a bit mask so an item could be in more than one category (eg. firearms and military) Added a 50 point modifier to all firearm spawns in loot containers, should double chance of finding guns (needs more testing) Added the firearms loot type and crafting restrictions to all firearms: Military Flamethrower P17 L96 Python Double barrel shotgun Pump Shotgun Homing missile launcher HC Revolver MGL HMLMG M4 Minigun Revolver Rocket Launcher Bolt Rifle Eoka Flamethrower M249 MP5 Waterpipe shotgun Spas12 AK LR300 M39 M92 Semi auto pistol Semi auto rifle SKS Custom SMG T1 SMG MP5
2 Months Ago
Merge from main
2 Months Ago
Merge from mission_create_streamlining/outpost_spawning
2 Months Ago
Network++ save++
2 Months Ago
Merge from frontier_external_fixes
2 Months Ago
Even more strict handling of free spraying on frontier walls
2 Months Ago
Merge from main
2 Months Ago
Merge from teamui_switch_server_fix
2 Months Ago
Fixed team UI not displaying members correctly when moving from a larger team to a smaller team (would also occur when switching between servers)
2 Months Ago
Merge from scientist_spawners_enabled
2 Months Ago
Fix underwater dwellers spawning while scientist_spawners_enabled is false
2 Months Ago
Fixed another way of transferring items into containers that are marked PlayerItemInputBlocked
2 Months Ago
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2 Months Ago
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2 Months Ago
Fixed bandit town softcore spawn point appearing in primitive mode S2P bandit town
2 Months Ago
Fixed mission provider name not appearing on map in outpost Compound S2P
2 Months Ago
Hook up learn more about rust plus Setup safe url open Connect to server button set active false
2 Months Ago
Wire up new session page. Seperate out connection modal parts. Remove a bunch of unneeded stuff for the session page.
2 Months Ago
Hide friends menu names when in streamer mode
2 Months Ago
Fix static respawn zones not saving
2 Months Ago
snap_deployables -> main
2 Months Ago
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
2 Months Ago
Hide party invite pop-up if accepting invite inside the friends menu
2 Months Ago
Setup new menu option for deployable snapping modes
2 Months Ago
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
2 Months Ago
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
2 Months Ago
Subtract 123923
2 Months Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
2 Months Ago
Merge from main
2 Months Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
2 Months Ago
Fixed small wooden box not casting shadows
2 Months Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
2 Months Ago
Fix party invite from friend menu when accepting invite via party invite popup
2 Months Ago
Brightness tweaks.
2 Months Ago
Further iteration
2 Months Ago
support live edit of biome fog shore distance falloff in editor
2 Months Ago
2 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
2 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
2 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
2 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
2 Months Ago
Revert execution order changes
2 Months Ago
Revert compute changes
2 Months Ago
Revert script changes
2 Months Ago
Revert prefab changes
2 Months Ago
Revert package changes
2 Months Ago
Revert platform changes
2 Months Ago
Merge from manual_anchor
2 Months Ago
Revert changes to shader includes