126,774 Commits over 4,171 Days - 1.27cph!

2 Years Ago
Merge from dof_exposer_improvements
2 Years Ago
Show depth of field values on camera readout if the dof exposer is active even if the dof convar is false Change readout to "DOF=false" if dof is disabled
2 Years Ago
Added a start modal to prompt the player whether they want to start a tutorial
2 Years Ago
Fixed contacts button flickering after leaving the tutorial
2 Years Ago
Player can now end the tutorial and gets respawned back to the main island See the ignore tutorial convars option on the rust editor tool
2 Years Ago
Fix armored door not being blocked by debris
2 Years Ago
Increased number of burstcloth bones in ghost costume
2 Years Ago
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
2 Years Ago
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
2 Years Ago
Increased the minimum distance between underground rail entrances
2 Years Ago
Prefab updates
2 Years Ago
Trainyard spawn improvements
2 Years Ago
World Setup tweaks
2 Years Ago
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
2 Years Ago
Try to place 2 underground rail entrances Slightly better selection of underground rail entrance placement positions
2 Years Ago
Added a final blend layer to the entrance to simulate large scale AO and dirt Some prefab tweaks
2 Years Ago
PathFinder uses better heuristic with and without diagonals
2 Years Ago
Fixed fishing village placement performance issue
2 Years Ago
cherry pick from /editor-decal-update-fix
2 Years Ago
Added ProceduralMapRailSimple
2 Years Ago
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2 Years Ago
Fixed deferred decals becoming unresponsive in edit-mode
2 Years Ago
Linked the Prefab Context Editing Scene in the right field in Project Settings so all artists can use
2 Years Ago
Prefab context editing scene (contains Main Camera and Skydome)
2 Years Ago
added decal prefabs to relevant building blocks
2 Years Ago
concrete decals polish pass, resized, added some cracks decal
2 Years Ago
Working version for testing
2 Years Ago
Players can't place things in the supply box
2 Years Ago
Build navmesh for islands loaded from a save
2 Years Ago
debug for testing
2 Years Ago
bunch of new decals
2 Years Ago
more wip
2 Years Ago
very WIP island loading
2 Years Ago
Additional work, some in previous commit, changing IronSights so Enabled isn't a public var that can be set in inspector. This was often being set to default to True, when it should have always defaulted to False and let the player's ADS input fully control it.
2 Years Ago
Nice transition for ADS into fullscreen UI
2 Years Ago
Merge from main
2 Years Ago
removed previous textures
2 Years Ago
updated brutalist skin textures
2 Years Ago
UV mapping fixes post texture update Redo of some gibs post texture update
2 Years Ago
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2 Years Ago
Updated deploy guide and fixed short LOD distances for siren light.
2 Years Ago
WIP tracking when a player has either completed the tutorial or declined it, still pretty broken
2 Years Ago
Revert initial resource objectives
2 Years Ago
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
2 Years Ago
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders Fixed some IK weirdness during parachute deploy animation in third person introduced in 87586
2 Years Ago
Fixed minicopter push behaviour regression from last month Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
2 Years Ago
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2 Years Ago
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state