127,960 Commits over 4,201 Days - 1.27cph!

6 Minutes Ago
pt_boat_gameplay_pass -> naval_update
7 Minutes Ago
Compile fixes
15 Minutes Ago
naval_update -> pt_boat_gameplay_pass
16 Minutes Ago
Add client prediction to ServersideMountedWeapon aiming This means players can now move the turret around indepdently of the server Do reconcilliation on server receive state (if out of date enough) This is now just a checkbox on any ServersideMountedWeapon. Still requires some further improvements, but will work for now Also added seat caching to Mounted Weapons
21 Minutes Ago
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22 Minutes Ago
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44 Minutes Ago
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1 Hour Ago
Merge from naval_update
1 Hour Ago
ocean tropical shore stuff
1 Hour Ago
Tropical palm LODs slightly extended because the islands are small and we can afford it. Nudged trumpet tree canopy alpha clip a small fraction denser.
1 Hour Ago
merge from painting_colourpicker
1 Hour Ago
Final'ish.
1 Hour Ago
Undergrowth material tweaks.
1 Hour Ago
Tropical variant of Strangler
2 Hours Ago
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
2 Hours Ago
Profile the shit out of everything
2 Hours Ago
merge from optimize_auth_list -> main
3 Hours Ago
Make a warning editor only to avoid tanking fps
3 Hours Ago
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3 Hours Ago
Merge from parent
3 Hours Ago
merge from optimize_findbyid -> main
3 Hours Ago
3 Hours Ago
Final'ish spawn tables.
3 Hours Ago
Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
3 Hours Ago
merge from naval_update -> deep_sea
3 Hours Ago
Replaced mesh cull with rendererLOD on casino barge decks
4 Hours Ago
Casino baked LODs
4 Hours Ago
floating city 4 latest
4 Hours Ago
Merge from boat_building
4 Hours Ago
merge from fix_boat_drift -> naval_update
4 Hours Ago
Add parenting to NPCSpawner and set it up for ghostships
4 Hours Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
4 Hours Ago
Fixed deep sea marker not extending to the end of the screen
4 Hours Ago
RPG7 - viewmodel and texture update
5 Hours Ago
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
5 Hours Ago
Fix players nearby being teleported into the water below when a boat is purchased at fishing village For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius S2P fishing villages
5 Hours Ago
merge from ui_overhead_optims
5 Hours Ago
Fix compile error
5 Hours Ago
Fix scientists walking through the container on ghostship_d
6 Hours Ago
Single 50cal anim update
6 Hours Ago
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode. Extra safety check for parent when destroying blocks/deployables in BBS menu option.
Today
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
Today
Fixed another issue with boat items not being placeable in certain situations. Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
Today
Merge: from main
Casino remaining LODs CH47 static variant prefab Casino prefab fixes
Today
LoadingScreen toggles its soft mask
Today
DeathScreen toggles its canvas too
Today
exported latest rpg skin anims and rig
Today
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden Saves an extra ~0.05ms per frame
Today
Buildfix: add missing namespace using Tests: none, trivial change