125,555 Commits over 4,171 Days - 1.25cph!

12 Minutes Ago
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
25 Minutes Ago
merge from drone_storage_slot
28 Minutes Ago
merge dynamic_environment_volumes to naval_update
29 Minutes Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
35 Minutes Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
60 Minutes Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
1 Hour Ago
Fix compile errors
1 Hour Ago
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1 Hour Ago
PrefabIDs, manifest.
1 Hour Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
1 Hour Ago
Allow full stop in seek state
1 Hour Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
1 Hour Ago
merge from climate -> deep_sea
1 Hour Ago
fix HUD Vitals sorting layer overriding prefab value
1 Hour Ago
Use 2D Distance instead Compile fix
1 Hour Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
1 Hour Ago
Refactoring gun displays to use nested prefabs
2 Hours Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
2 Hours Ago
properly centered drone action prompt label on computerscreen ui
2 Hours Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
2 Hours Ago
tropical palm server files
2 Hours 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
2 Hours Ago
Re-apply part of merge manually
2 Hours Ago
Codegen
3 Hours Ago
Setting up server palm trees entities.
3 Hours Ago
merge from deep_sea -> deep_sea/climate
3 Hours Ago
merge from demoshot_ui_fix
3 Hours Ago
Fixed demo shot list UI text issues
3 Hours Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
3 Hours Ago
Revert accidentally touched file
3 Hours Ago
merge from more_options
3 Hours Ago
3 Hours 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
3 Hours Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
4 Hours Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
4 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
4 Hours Ago
merge from deep_sea/wipe
4 Hours Ago
Viewmodel_Shotgun_Shells -> main
4 Hours Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
4 Hours Ago
fix texture declaration, gizmo radius
4 Hours Ago
oil rig leg variants
4 Hours Ago
Floating city scene progress
5 Hours Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
5 Hours Ago
merge from drone_storage_slot
5 Hours Ago
merge from main