125,470 Commits over 4,171 Days - 1.25cph!

12 Minutes Ago
Rebase on /main
12 Minutes Ago
merge dynamic_environment_volumes to naval_update
24 Minutes Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
54 Minutes Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
59 Minutes Ago
Merge from vram_monitoring
1 Hour Ago
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1 Hour Ago
merge from main
1 Hour Ago
adding small engine rig
1 Hour Ago
Merge from parent.
1 Hour Ago
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
1 Hour Ago
Added missing collision to generic structure container. Set dressing security area of supplies barge.
1 Hour Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
1 Hour 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)
1 Hour Ago
Make sure wiping also clears the portals
1 Hour 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
1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from main
1 Hour Ago
supermarket minor loot suffle No build increased s2p
2 Hours Ago
gas station minor loot suffle No build increased s2p
2 Hours Ago
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
3 Hours Ago
replaced the two doors in the ghost ship loot room for static doors
3 Hours Ago
merge from optimise_laserbeams
3 Hours Ago
merge from meta_shift
Today
codegen
Today
consolesystem restore
Today
implement volumes that stencil out biome fog density in the density map
Today
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Today
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
Today
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Today
Switch out outer reticle parts to lines, add convar and slider to change width and length
Casino progress / improved elevator shaft / still basic but already functioning
Today
Remove deleted file from VPC script
Today
Volcano smoke
Today
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
Today
switch from using string path to GameObjectRef
Today
Halved the texture tiling, given the volcano size.
Today
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
Today
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
Today
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
Today
Movement friction tweak in lava.
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
Today
Lava modding cubes
Today
Some refactoring and fixes, the active entities list are now populated correctly after the server init
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
Today
update manifest for client testing projectiles
Today
remove generic projectiles, disable first-person visuals for entity