125,545 Commits over 4,171 Days - 1.25cph!

5 Minutes Ago
PrefabIDs, manifest.
5 Minutes Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
19 Minutes Ago
Allow full stop in seek state
21 Minutes Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
24 Minutes Ago
merge from climate -> deep_sea
26 Minutes Ago
fix HUD Vitals sorting layer overriding prefab value
25 Minutes Ago
Use 2D Distance instead Compile fix
32 Minutes Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
33 Minutes Ago
Refactoring gun displays to use nested prefabs
59 Minutes Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
44 Minutes Ago
properly centered drone action prompt label on computerscreen ui
44 Minutes Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
52 Minutes Ago
tropical palm server files
57 Minutes Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
1 Hour Ago
Re-apply part of merge manually
1 Hour Ago
Codegen
1 Hour Ago
Setting up server palm trees entities.
1 Hour Ago
merge from deep_sea -> deep_sea/climate
1 Hour Ago
merge from demoshot_ui_fix
1 Hour Ago
Fixed demo shot list UI text issues
1 Hour Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
1 Hour Ago
Revert accidentally touched file
1 Hour Ago
merge from more_options
1 Hour Ago
1 Hour Ago
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters - Set default values to be as close to the looks of the previous crosshair as possible - Cleanup
2 Hours Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
2 Hours Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
2 Hours Ago
Deep sea wipe end phase: slowly ramp up radiation in the final phase Exposed a 0-1 factor we can use for weather Content entities spawned in the deep sea get the global deep sea network group assigned
2 Hours Ago
merge from deep_sea/wipe
3 Hours Ago
Viewmodel_Shotgun_Shells -> main
3 Hours Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
3 Hours Ago
fix texture declaration, gizmo radius
3 Hours Ago
oil rig leg variants
3 Hours Ago
Floating city scene progress
3 Hours Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
3 Hours Ago
merge from drone_storage_slot
3 Hours Ago
merge from main
3 Hours Ago
Taller volcano smoke variant
3 Hours Ago
merge from naval_update
4 Hours Ago
merge ghost ship variants to naval_update
4 Hours Ago
Add ghostship variants to deep sea manager spawning
4 Hours Ago
address feedback on thrownweapon modification
4 Hours Ago
merge from volcano_stuff
4 Hours Ago
volcano smoke now scales
4 Hours Ago
merge from naval_update
4 Hours Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
4 Hours 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