202,027 Commits over 4,171 Days - 2.02cph!

6 Minutes Ago
Add classic boat wandering state
15 Minutes Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
28 Minutes Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
41 Minutes Ago
naval_update -> scientist_boat_ai
42 Minutes Ago
main -> naval_update
43 Minutes Ago
workshop_loading_screen_fix -> main
43 Minutes Ago
Fixed bug allowing the info header to still stick around
54 Minutes Ago
Fix loading into workshop scene showing incorrect server information
1 Hour Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
1 Hour Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
1 Hour Ago
Bigger waves at the edge of the deep sea when starting taking rads
2 Hours Ago
viewmodel chainsaw update anims and anim controller edits
2 Hours Ago
Backup from main
3 Hours Ago
update from main
3 Hours Ago
Updating from main
3 Hours Ago
2 handed melee set of anim, entity and hold type updates
3 Hours Ago
Backup
3 Hours Ago
Merge from main
3 Hours Ago
hooked up wall cabinet to unlock via decor lighting pack
3 Hours Ago
Fixed table lamp missing its source item
3 Hours Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
4 Hours Ago
tugboat_shelf_fix -> main
4 Hours Ago
Fix shelfs not working on tugboats
4 Hours Ago
electric table lamp unlock setup, hooked up world model, changed desctipion to be lamp instead of light , rebuilt manifest
5 Hours Ago
added new folder for dlc sitems so they dont get lost. linked up chandelier to unlock from new decor_lighting_pack sitem (name TBD)
5 Hours Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
5 Hours Ago
Chandelier - updated icon
Today
Fixed SteamInventoryGen breaking when an item is missing its description
Today
Fixed sled_xmas skin missing its name and desc
Today
merge from steaminventorygen_loc_fix
Today
beanbag alternate material setup and made them skins of the chair
Today
Compile fix
Today
merge from deep_sea/collider_debug -> deep_sea
Today
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
Today
Tripod models and colliders set to Deployed layer
Today
merge from naval_update/deep_sea/radiation
Today
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
Today
Wider rad volumes, removed a log
Today
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
Today
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Today
fix feet showing through mannequin, impact effects blood -> wood
Today
Added rad volumes at the edges of the deep sea
Today
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
Today
Hanging bulbs pass.
Today
merge from generate_shorevector_optim
Today
Added mannequin poses, updated deployed
Today
Fixed AddLanguageFile NRE during bootstrap