125,568 Commits over 4,171 Days - 1.25cph!

6 Years Ago
[D11] Define Fix
6 Years Ago
[D11] Added convar for switching rustworks environment
6 Years Ago
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6 Years Ago
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 2
6 Years Ago
Scene fix
6 Years Ago
Metas
6 Years Ago
Scene & mat
6 Years Ago
Test Files
6 Years Ago
Deleted temp files
6 Years Ago
Show current stage name and progress on crosshair UI. UI tweaks. Additional farming save file with potatoes at fruiting stage, to save my sanity.
6 Years Ago
Fixed particle shader lighting
6 Years Ago
Prefab setup
6 Years Ago
Backup
6 Years Ago
merge from main
6 Years Ago
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 1
6 Years Ago
Additional particle shader options
6 Years Ago
Prefab updates
6 Years Ago
[D11] Define Fix
6 Years Ago
[D11] PFX material updates
6 Years Ago
Fixed capsule DDraw being inverted at times
6 Years Ago
Fixes and additions to particle shader
6 Years Ago
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
6 Years Ago
Barren map scene updates
6 Years Ago
Only attempt to generate ring road on 3k map or larger
6 Years Ago
Cull river and road meshes at 1000m
6 Years Ago
[D11] Added caching for waitForSecondsRealTime from the FP build. Also added debug option for cycling through tips for QA see 3554
6 Years Ago
[D11][UI] Removed map marker GC allocs, [#3034] Fixed options making select noise when trying to select option
6 Years Ago
Moving the Culture info to the Translate class for reusability.
6 Years Ago
[D11] Updated Shaders and fixed missing texture references in several PFX materials
6 Years Ago
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values. Show the yield and current stage info on crosshair info.
6 Years Ago
[D11] Resetting GenerateRoadLayout Meshoffset to 0f. Any value above that seems to drastically raise the height of the roads.
6 Years Ago
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
6 Years Ago
Compile fix
6 Years Ago
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
6 Years Ago
Snap vertices to terrain at start and end of the path meshes Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
6 Years Ago
Show plant type on crosshair info
6 Years Ago
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
6 Years Ago
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
6 Years Ago
merge from main
6 Years Ago
[D11] Reducing texture size of forest floor. Reassigning materials from LayeredLit. Setting correct rock materials.
6 Years Ago
[D11][3546] Loading text and Inventory text is now bold.
6 Years Ago
[D11] [UI] Added missing translation for Helicopter Gun.
6 Years Ago
[D11] Death Info now marks other players "attackerIsPlayer" as true. Death Stats info now correctly checks if attacker is player before attempting to translate the attacker name.
6 Years Ago
[D11] Server compile fix
6 Years Ago
Fixed player.fillwater command not working if there was an empty belt slot
6 Years Ago
Merge from Main->Vehicles
6 Years Ago
Extra
6 Years Ago
Terrain damage work
6 Years Ago
Updated randommodular item list