125,525 Commits over 4,171 Days - 1.25cph!

4 Minutes Ago
merge from demoshot_ui_fix
4 Minutes Ago
Fixed demo shot list UI text issues
5 Minutes Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
24 Minutes Ago
Revert accidentally touched file
28 Minutes Ago
merge from more_options
30 Minutes Ago
33 Minutes 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
42 Minutes Ago
Harbor 1 and 2 loot location shuffle Tier 0 and 1 now have slightly differnt spawns
47 Minutes Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
55 Minutes 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
54 Minutes Ago
merge from deep_sea/wipe
1 Hour Ago
Viewmodel_Shotgun_Shells -> main
1 Hour Ago
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
1 Hour Ago
fix texture declaration, gizmo radius
1 Hour Ago
oil rig leg variants
1 Hour Ago
Floating city scene progress
1 Hour Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
2 Hours Ago
merge from drone_storage_slot
2 Hours Ago
merge from main
2 Hours Ago
Taller volcano smoke variant
2 Hours Ago
merge from naval_update
2 Hours Ago
merge ghost ship variants to naval_update
2 Hours Ago
Add ghostship variants to deep sea manager spawning
2 Hours Ago
address feedback on thrownweapon modification
2 Hours Ago
merge from volcano_stuff
2 Hours Ago
volcano smoke now scales
2 Hours Ago
merge from naval_update
2 Hours Ago
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
2 Hours Ago
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
2 Hours Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
2 Hours Ago
updated cube lava tiling, better over large surface area
2 Hours Ago
null check for RendererLOD.CanCollapse
2 Hours Ago
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
3 Hours Ago
security tower small fixes
3 Hours Ago
merge from main
3 Hours Ago
skeleton lods
3 Hours Ago
merge to naval_update
3 Hours Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
3 Hours Ago
Disable global broadcast on all ghost ship variants
3 Hours Ago
Merge: from main
3 Hours Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
3 Hours Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
3 Hours Ago
let drones be picked up without hammer again
3 Hours Ago
converted bed diffuse and metallness to albedo and specular workflow updated bed import defaults to point to Bed Spec material retained old material/texture setup just incase we revert
3 Hours Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
3 Hours Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
3 Hours Ago
Add ghostship B/C/D variants
3 Hours Ago
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself - fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
3 Hours Ago
Refactored obstacle avoidance logic into its own file