125,500 Commits over 4,171 Days - 1.25cph!

4 Minutes Ago
merge from volcano_stuff
5 Minutes Ago
volcano smoke now scales
7 Minutes Ago
merge from naval_update
7 Minutes Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
9 Minutes Ago
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
10 Minutes Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
12 Minutes Ago
updated cube lava tiling, better over large surface area
17 Minutes Ago
null check for RendererLOD.CanCollapse
20 Minutes Ago
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
22 Minutes Ago
security tower small fixes
27 Minutes Ago
merge from main
34 Minutes Ago
skeleton lods
38 Minutes Ago
merge to naval_update
39 Minutes Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
41 Minutes Ago
Disable global broadcast on all ghost ship variants
44 Minutes Ago
Merge: from main
45 Minutes Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
55 Minutes Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
56 Minutes Ago
let drones be picked up without hammer again
57 Minutes Ago
converted bed diffuse and metallness to albedo and specular workflow updated bed import defaults to point to Bed Spec material retained old material/texture setup just incase we revert
58 Minutes Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
1 Hour Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
1 Hour Ago
Add ghostship B/C/D variants
1 Hour Ago
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself - fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
1 Hour Ago
Refactored obstacle avoidance logic into its own file
1 Hour Ago
merge ghostship_timeouts to naval_update
1 Hour Ago
Fix compile error with timeout overrides
1 Hour Ago
Better abstracted targetting, so we can test better
1 Hour Ago
merge from naval_update
1 Hour Ago
Rebase on /main
1 Hour Ago
merge dynamic_environment_volumes to naval_update
2 Hours Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
3 Hours Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
3 Hours Ago
Merge from vram_monitoring
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
adding small engine rig
3 Hours Ago
Merge from parent.
3 Hours Ago
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
3 Hours Ago
Added missing collision to generic structure container. Set dressing security area of supplies barge.
3 Hours Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
3 Hours Ago
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
3 Hours Ago
Make sure wiping also clears the portals
3 Hours Ago
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
4 Hours Ago
merge from naval_update/deep_sea
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from main