196,986 Commits over 4,110 Days - 2.00cph!

22 Minutes Ago
merge from SmallBox_Shadows
23 Minutes Ago
merge from /main/jungle_update/spatial-biome-fog/fogmethod1
23 Minutes Ago
restoring 124061 merge from jungle_update/spatial-biome-fog/fogmethod1
24 Minutes Ago
merge from abyss_containers
1 Hour Ago
Added server.pveBulletDamageMultiplier convar, set to 1.5x on hardcore, affects all damage going from a player -> npc
1 Hour Ago
Added server.respawnTimeAddition convar, adds the given amount of time to all respawn points (bags/beds/etc, won't apply to beach respawns) Set to 25m for hardcore, brings sleeping bag cooldown to 30m Subject to change!
2 Hours Ago
Reworked how we handle loot distribution changes, each item now has a loot distribution type and the game mode can raise or lower the weights of all items with that type. Only has a firearms options right now This is independent of the item category as we need to be a bit more fine grained, it's also a bit mask so an item could be in more than one category (eg. firearms and military) Added a 50 point modifier to all firearm spawns in loot containers, should double chance of finding guns (needs more testing) Added the firearms loot type and crafting restrictions to all firearms: Military Flamethrower P17 L96 Python Double barrel shotgun Pump Shotgun Homing missile launcher HC Revolver MGL HMLMG M4 Minigun Revolver Rocket Launcher Bolt Rifle Eoka Flamethrower M249 MP5 Waterpipe shotgun Spas12 AK LR300 M39 M92 Semi auto pistol Semi auto rifle SKS Custom SMG T1 SMG MP5
5 Hours Ago
Merge from main
5 Hours Ago
Merge from mission_create_streamlining/outpost_spawning
5 Hours Ago
Network++ save++
5 Hours Ago
Merge from frontier_external_fixes
5 Hours Ago
Even more strict handling of free spraying on frontier walls
5 Hours Ago
Merge from main
5 Hours Ago
Merge from teamui_switch_server_fix
5 Hours Ago
Fixed team UI not displaying members correctly when moving from a larger team to a smaller team (would also occur when switching between servers)
Today
Merge from scientist_spawners_enabled
Today
Fix underwater dwellers spawning while scientist_spawners_enabled is false
Today
Merge from mission_create_streamlining/outpost_spawning
Today
Fixed another way of transferring items into containers that are marked PlayerItemInputBlocked
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Today
Fixed bandit town softcore spawn point appearing in primitive mode S2P bandit town
Today
Fixed mission provider name not appearing on map in outpost Compound S2P
Hook up learn more about rust plus Setup safe url open Connect to server button set active false
Wire up new session page. Seperate out connection modal parts. Remove a bunch of unneeded stuff for the session page.
Today
Hide friends menu names when in streamer mode
Today
Fix static respawn zones not saving
snap_deployables -> main
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
Today
Hide party invite pop-up if accepting invite inside the friends menu
Setup new menu option for deployable snapping modes
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
Today
Merge from vine_syncpos
Today
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
Today
Subtract 123923
Today
Give warning when party invite is sent to non-friend indicating it will likely be blocked
Today
Merge from main
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
Today
Fixed small wooden box not casting shadows
Today
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
Today
Fix party invite from friend menu when accepting invite via party invite popup
Today
Brightness tweaks.
Today
Further iteration
Today
support live edit of biome fog shore distance falloff in editor
Today
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
Today
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
Today
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
Today
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
Today
merge from indirect_instancing (code only)