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123,981 Commits over 4,171 Days - 1.24cph!

6 Years Ago
[D11] Only strip shaders on CLIENT
6 Years Ago
[D11] Fix to visible gap in mesh at Sewers + another z fighting material
6 Years Ago
[D11] + Fix to remnant_container_6x4 culling at LOD 0
6 Years Ago
Fixed calls to native code
6 Years Ago
[D11] Increased default joysticks deadzone to 0.3
6 Years Ago
[D11] Gas Station Gate Door position fix
6 Years Ago
Workaround for DX12 BRG limit
6 Years Ago
Added BelowMinimumSaturationTriggerLevel and AboveMaximumSaturationTriggerLevel to PlanterBox, for electrical use later on.
6 Years Ago
[D11] Server asset bundle build time optimisation.
6 Years Ago
[D11] Updated signal grenade particles.
6 Years Ago
[D11] Fixed LOD issue on junkpile_b.prefab
6 Years Ago
Added availableIdealWaterCapacity, availableWaterCapacity and idealSaturation to PlanterBox. These are used to determine how much more (if any) water a planterbox needs to receive in order to bring it to the optimal saturation level for growth (and not over).
6 Years Ago
Merge from sprinklers
6 Years Ago
6 Years Ago
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6 Years Ago
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
6 Years Ago
[D11] Unchecked PS4 override for flashlight texture. Likely cause for PS4 flashlight being pixelated
6 Years Ago
[D11] Portacabins vertex colour fixed
6 Years Ago
Correctly link items and their entities when loading from save
6 Years Ago
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6 Years Ago
Make sure vehicle is freed correctly if vehicle lift is despawned
6 Years Ago
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6 Years Ago
Updates for the change in deployed vehicle lift prefab name
6 Years Ago
Merge from CraggyEaseOfUse -> Vehicles
6 Years Ago
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
6 Years Ago
Merge from CraggyEaseOfUse -> Vehicles
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
gene slot weight tweaks
6 Years Ago
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
6 Years Ago
Set Craggy back to daytime
6 Years Ago
Meta file only
6 Years Ago
Send an update if any genetics change during crossbreeding.
6 Years Ago
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
6 Years Ago
Rough first pass on generic.genes gene type crossbreeding weights
6 Years Ago
Check only server entities in crossbreeding vis results. Tweaked crossbreeding range to give the correct neighbour results in planters.
6 Years Ago
Compile fix
6 Years Ago
[Server] Changed region filter from "NA" to "US" to reflect Rustworks setup - [Server] Changed region filter from "NA" to "US" to match the Rustworks response
6 Years Ago
[D11] + Cover_e and Cover_d adjusted LOD distance
6 Years Ago
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6 Years Ago
[D11] Optimised smoke grenade particles.
6 Years Ago
[D11] + Portacabins LOD distance tweaks
6 Years Ago
[D11] Altered the size of the Prevent_building blockers in both harbors
6 Years Ago
Crossbreeding only happens within a planter.
6 Years Ago
Fixed init, added some packages.
6 Years Ago
more
6 Years Ago
textures tweaks/add/remove - further cleanup on the way this week
6 Years Ago
cave_large_hard scene terrain rework
6 Years Ago
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
6 Years Ago
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6 Years Ago
[D11] Fixed mesh normal issue on file cabinet objects