147,413 Commits over 4,444 Days - 1.38cph!

9 Months Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
9 Months Ago
Merge from parent
9 Months Ago
Hazmat suit despawn rarity set
9 Months Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
9 Months Ago
Scene cleanup / medical barge prefab
9 Months Ago
Revert change to calculating distance on MissionPoint
9 Months Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
9 Months Ago
Add method to calculate remaining path length
9 Months Ago
Revert bad file change from merge
9 Months Ago
tweaked lod distances on clothing mannequin to cull sooner
9 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
9 Months Ago
Merge from mission_create_streamlining
9 Months Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
9 Months Ago
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9 Months Ago
merge from decor_lighting_dlc
9 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
9 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
9 Months Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
9 Months Ago
fluorescent wall light no longer a skin of the ceiling light
9 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
9 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
9 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
9 Months Ago
merge from dunes_barricade_fix2
9 Months Ago
merge from scrap_heli_gibs_fix_2
9 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
9 Months Ago
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Rin
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
Patrol helicopter gibs
9 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
9 Months Ago
Apply 129057 on new branch
9 Months Ago
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9 Months Ago
merge from decor_lighting_dlc
9 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
9 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
10 Months Ago
merge from deep_sea/islands
10 Months Ago
Code cleanup
10 Months Ago
Scene backup. Editor script fix.
10 Months Ago
Set ghost ship as deep sea global networked
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
10 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
10 Months Ago
Merge: from main
10 Months Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
10 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
10 Months Ago
Subtract 127690 - get rid of the custom Parallel class