125,513 Commits over 4,171 Days - 1.25cph!

3 Minutes Ago
Viewmodel_Shotgun_Shells -> main
3 Minutes Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
7 Minutes Ago
fix texture declaration, gizmo radius
9 Minutes Ago
oil rig leg variants
18 Minutes Ago
Floating city scene progress
46 Minutes Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
54 Minutes Ago
merge from drone_storage_slot
55 Minutes Ago
merge from main
58 Minutes Ago
Taller volcano smoke variant
59 Minutes Ago
merge from naval_update
1 Hour Ago
merge ghost ship variants to naval_update
1 Hour Ago
Add ghostship variants to deep sea manager spawning
1 Hour Ago
address feedback on thrownweapon modification
1 Hour Ago
merge from volcano_stuff
1 Hour Ago
volcano smoke now scales
1 Hour Ago
merge from naval_update
1 Hour Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
1 Hour 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
1 Hour 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.
1 Hour Ago
updated cube lava tiling, better over large surface area
1 Hour Ago
null check for RendererLOD.CanCollapse
1 Hour 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.
1 Hour Ago
security tower small fixes
1 Hour Ago
merge from main
1 Hour Ago
skeleton lods
1 Hour Ago
merge to naval_update
1 Hour Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
1 Hour Ago
Disable global broadcast on all ghost ship variants
1 Hour Ago
Merge: from main
1 Hour Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
1 Hour Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
1 Hour Ago
let drones be picked up without hammer again
1 Hour 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
2 Hours Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
2 Hours Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
2 Hours Ago
Add ghostship B/C/D variants
2 Hours 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
2 Hours Ago
Refactored obstacle avoidance logic into its own file
2 Hours Ago
merge ghostship_timeouts to naval_update
2 Hours Ago
Fix compile error with timeout overrides
2 Hours Ago
Better abstracted targetting, so we can test better
3 Hours Ago
merge from naval_update
3 Hours Ago
Rebase on /main
3 Hours Ago
merge dynamic_environment_volumes to naval_update
3 Hours Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
4 Hours Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
4 Hours Ago
Merge from vram_monitoring