139,145 Commits over 4,474 Days - 1.30cph!

55 Minutes Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
1 Hour Ago
Tightened up anchors for cliff_hills_large_f
1 Hour Ago
Merge from PlayerMaintainedMonuments/powergrid
1 Hour Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
1 Hour Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
2 Hours Ago
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
3 Hours Ago
Tightened up anchors for cliff_hills_large_a
3 Hours Ago
merge from boat_foundation_clipping_improv
3 Hours Ago
increase hull eject velocity
4 Hours Ago
Hook up particles to stage based inspector references for later. Realm remove particles server-side
4 Hours Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
4 Hours Ago
configured trigger hurt scaling on boat foundations
4 Hours Ago
Merge from PlayerMaintainedMonuments
4 Hours Ago
Merge from main
4 Hours Ago
LOD / distance fixes. Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
4 Hours Ago
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
4 Hours Ago
Merge from autoturret_compile_fix
4 Hours Ago
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
4 Hours Ago
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
4 Hours Ago
fix water pipes sounds not playing
4 Hours Ago
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
4 Hours Ago
Rebuild localization phrases
4 Hours Ago
Upped density of power plant chimney smoke
4 Hours Ago
Merge from main
4 Hours Ago
LOD/fake render setup for new stuff
4 Hours Ago
Fix bad merge for vine tree fix
4 Hours Ago
Fusebox indicators & related files. Lighting prefab update.
5 Hours Ago
merge from PlayerMaintainedMonuments
5 Hours Ago
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
5 Hours Ago
Merge from main
5 Hours Ago
Enable model
5 Hours Ago
Fixes
5 Hours Ago
Further tightened anchor setup of cliff_hills_large_b
5 Hours Ago
Re-add to prefab
5 Hours Ago
Debug rendering for directions
5 Hours Ago
Rotate impact effect to match satellite travel direction
5 Hours Ago
Merge from PMM
5 Hours Ago
Sat entity fx recovery
6 Hours Ago
Comment purge/cleanup
6 Hours Ago
Tightened anchor setup for cliff_hills_large_c
6 Hours Ago
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Today
Add terrain raycast checks, default off, behind a convar.
Today
Merge from satellite_crash
Today
Fixed a bug in satellite.launch
Today
merge from satellite_crash
Today
Satellite.launch now includes trhe usual debug rendering for target location.
Today
merge from main
Today
merge from demoui2
Today
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app