145,644 Commits over 4,413 Days - 1.38cph!

5 Days Ago
merge from spraycan_reskin_refactor 🎨
5 Days Ago
Updating mannequin skinning
5 Days Ago
Refactored the entire method / file now that reskinning is feature complete and all on the new system Clear steps, organized validation logic, comments, ripped out redundant stuff, etc. Allow reskinning while noclip flying
5 Days Ago
Tank top mesh update to reduce clipping with pants
5 Days Ago
start on 3p darts animation controller
5 Days Ago
main -> custom_;loadingmessages_newlines
5 Days Ago
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
5 Days Ago
Added subsytem setup for 3p industrial torch, added torch.player override controller
5 Days Ago
industrial garage door; - fixed lock position
5 Days Ago
Updating burst cloth settings for industrial torch
5 Days Ago
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
5 Days Ago
Examine button uses the bound key Fixes
5 Days Ago
Merge from std_shader_compat
5 Days Ago
merge from main
5 Days Ago
Add some notes about newly added .cginc files and why they are there.
5 Days Ago
cargo_map_marker_fix_2 -> main
5 Days Ago
industrial shelves; - missed one, removing redundant material
5 Days Ago
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
5 Days Ago
industrial shelves; - Tweaked the colour mask texture to reduce the washed out look a bit - Polish on colour lookup values, shelves now matches your shipping container colours accurately - Removed redundant material files since its using lookup table instead - Reassigned model to the single material
5 Days Ago
5 Days Ago
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
5 Days Ago
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
5 Days Ago
Tshirt proper import settings to fix seam on wrists
5 Days Ago
Polished the transitions
5 Days Ago
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
5 Days Ago
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
5 Days Ago
Adjusted the pickup volumes for bamboo and industrial single shelf. This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
5 Days Ago
wire deploy update
5 Days Ago
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5 Days Ago
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
5 Days Ago
cobweb fixes
5 Days Ago
fixed apartment_b_concrete_mixed_slab
5 Days Ago
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
5 Days Ago
merge from industrial_dlc
5 Days Ago
merge from main
5 Days Ago
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
5 Days Ago
torch animation updates
5 Days Ago
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
5 Days Ago
update from main
5 Days Ago
Fix miner's hat not showing up in the workshop editor
5 Days Ago
merge from PlayerRigUpdate2
5 Days Ago
apartment corridor update
5 Days Ago
main -> game_room_dlc
5 Days Ago
edited crossbow bowless viewmodel prefab iron sight postion
5 Days Ago
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5 Days Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
5 Days Ago
merge from mortar_fixes
5 Days Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
5 Days Ago
Merge from batch_renderer_group
5 Days Ago
Only initialise BatchRendererGroup if using a render pipeline