241,434 Commits over 3,867 Days - 2.60cph!
Refactor checkpoints to allow a distance range
Rewrote entityBehaviours as an array, and looping through it with for loops instead of foreach, for much improved performance
10% more player velocity on belts.
Engine room strobe perf optimization & wall bleed fixes.
Building ambient dimmers in the engine room.
Merge from excavator_fixes
Updated Facepunch.Steamworks
Removed test code from loading
Generalized accelerating navigation in menus
Leaderboard scrolling while mouse down
updated HDRP/ASE, rebuilt shader
Backup lights aren't white when off.
Lights turn off during daytime.
Cleaned some disabled leftover clutter.
Added a PainSource to the first and second rubble drops when engaged.
sound fx, lighting, environment generation, material edits, more items, other aesthic stuff
Fixed some yawer light LODs not being dynamic.
Entity info and controls WIP
Revert "Revert "Revert "Submit scores even on reset, if duration > 5s"""
This reverts commit 464f85830b234309485142d6e092656ff5753f7b.
Excavator sounds (WIP but mostly complete)
Tweaks to tint and wind SF
Added generic wind SF
Revert "Revert "Submit scores even on reset, if duration > 5s""
This reverts commit c9c69b628f6ead5bc644dcaa7b4fad5ba6ddeb17.
Fixed wind instance world pos; both foliage and generic
Fixed foliage shader compile error
Fixed foliage tint SF logic
Fixed Gravity Gun visual effects
[D11] Fix Rustworks platform logins
updated avatar customization bg image
tweaked searching game button position
Remove unreal replication for light entities
Make light properties replicated
Allow assets to be replicated with asset references
Fix NRE in AssetRef
Allow asset refs to have their own serialization depending on asset type
Entity producer UI changes. wip terrain stuff for blocking interactions.
Removed redundant private.0 files and respective metas
Pause when we get to the end of a demo instead of quitting
Jump To End works again
[D11] [UI] WIP changing item notifications to use pre-placed panels rather than spawning/destroying at runtime. Changed item notifications to update and track items that are the same rather than showing new notifications for items with the same definitions. Item notifications now show overall harvest alongside last harvest instance.
Fixed projectiles going the wrong speed with changed timescale
Projectiles move smoothly during timescaled demo playback
Fixed weapon_crossbow sounds in multiplayer, fixed weapon_crossbow;s 3rd person sprite misplacement by giving the world model an attachment
[D11][UI] Cosmetic update to frontend
Fixed any potential NREs in LightGroupAtTime
[D11] Re-enable noclip protection
TerrainUtils.GetPointOnTerrain now returns null if not on terrain instead of the original point with a height of zero to fix a bunch of underground spawning issues. Added TerrainUtils.IsPointBelowWater
Moved Utils.RandomAtCirclePerimeter to TerrainUtils.RandomAtCirclePerimeter and it now includes a call to TerrainUtils.GetClosestNavMeshPoint to make sure the return value is reachable. This fixes a bunch of runtime gather/interaction tasks where the positions are generated at runtime.
When scrubbing only update entities that have changed during the delta
Human stick carry capacity fix. Task markers now only show failed reason on task icon hover.
fix squad editor being stuck
updated platform icons