126,819 Commits over 4,171 Days - 1.27cph!

Just Now
Implement code review feedback
15 Minutes Ago
Cherrypick hackweek custom_vitals branch
42 Minutes Ago
merge from fix_max_hp_tea -> main
42 Minutes Ago
Fix client showing 100 HP when using max hp tea
1 Hour Ago
merge from analytics_puzzle_reset -> main
1 Hour Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
1 Hour Ago
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1 Hour Ago
merge ghostship_npcs to naval_update
1 Hour Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
1 Hour Ago
Setup enemy spawners for all ghost ship variants
1 Hour Ago
Merge from main
1 Hour Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
1 Hour Ago
Merging /main to /main/fpbuild
1 Hour Ago
Added new livestock mesh and textures. created new material for newest livestock.
2 Hours Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
2 Hours Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
2 Hours Ago
Mounted weapon seat and mounted weapon owner system
2 Hours Ago
String liights / added fill lights and tweaked string_light_300_a
3 Hours Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
3 Hours Ago
Setup navigation for all ghostship variants
3 Hours Ago
Moved static driftwood out of autospawn folder to fix log spam
3 Hours Ago
Setup new cannon models
3 Hours Ago
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3 Hours Ago
merge from analytics_puzzle_reset -> main
4 Hours Ago
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
4 Hours Ago
exported/setup small engine anims with updated rig
4 Hours Ago
merge from garagedoor_optims
4 Hours Ago
Match LOD settings with skinned mesh
4 Hours Ago
smoothing groups from uv islands on garage door blocks unskinned
5 Hours Ago
Changing Jenkinsfile step flow to match original Rust Pipelines
5 Hours Ago
Closed and open garage door meshes impl
5 Hours Ago
prison barge, environment volumes polish
5 Hours Ago
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5 Hours Ago
food barge, environment volumes polish
5 Hours Ago
Merge from vram_monitoring
5 Hours Ago
Merge from main
5 Hours Ago
Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
5 Hours Ago
medical barge, environment volumes polish
5 Hours Ago
supplies barge, simplified environment volumes down to 3
5 Hours Ago
Manifest
6 Hours Ago
Code gen
6 Hours Ago
Very initial setup for small engine deployable
6 Hours Ago
RPG HV Ammo - Reduced max texture size to 1k
6 Hours Ago
Revert change to EditorSettings
6 Hours Ago
Adding extra joints to small engine rig
6 Hours Ago
Merge from naval_update
6 Hours Ago
merge from deployable_cannon
6 Hours Ago
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Today
string lights red and green materials bunch of lighting on barges and docks