131,031 Commits over 4,232 Days - 1.29cph!

60 Days 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
60 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
60 Days Ago
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
60 Days Ago
Add ghostship B/C/D variants
60 Days 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
60 Days Ago
Refactored obstacle avoidance logic into its own file
60 Days Ago
merge ghostship_timeouts to naval_update
60 Days Ago
Fix compile error with timeout overrides
60 Days Ago
Better abstracted targetting, so we can test better
60 Days Ago
merge from naval_update
60 Days Ago
Rebase on /main
60 Days Ago
merge dynamic_environment_volumes to naval_update
60 Days Ago
improvements to hmlmg world model uvs set import defaults for world model, bullet and ammobox to include materials automatically
60 Days Ago
Added a clear loadout button to the rust editor window, so we can clear the default loadout
60 Days Ago
Merge from vram_monitoring
60 Days Ago
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60 Days Ago
merge from main
60 Days Ago
adding small engine rig
60 Days Ago
Merge from parent.
60 Days Ago
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
60 Days Ago
Added missing collision to generic structure container. Set dressing security area of supplies barge.
60 Days Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
60 Days Ago
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
60 Days Ago
Make sure wiping also clears the portals
60 Days Ago
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
60 Days Ago
merge from naval_update/deep_sea
60 Days Ago
merge from naval_update
60 Days Ago
merge from main
60 Days Ago
supermarket minor loot suffle No build increased s2p
60 Days Ago
gas station minor loot suffle No build increased s2p
60 Days Ago
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
60 Days Ago
replaced the two doors in the ghost ship loot room for static doors
60 Days Ago
merge from optimise_laserbeams
2 Months Ago
merge from meta_shift
2 Months Ago
codegen
2 Months Ago
consolesystem restore
2 Months Ago
implement volumes that stencil out biome fog density in the density map
2 Months Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
2 Months Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
2 Months Ago
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2 Months Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
2 Months Ago
Casino progress / improved elevator shaft / still basic but already functioning
2 Months Ago
Remove deleted file from VPC script
2 Months Ago
Volcano smoke
2 Months Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
2 Months Ago
switch from using string path to GameObjectRef