200,260 Commits over 4,140 Days - 2.02cph!

4 Minutes Ago
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS - Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
19 Minutes Ago
Update: log results when running benchmarks in single scene mode Tests: checked logs after running the scene
27 Minutes Ago
change workshop editor rain/fog buttons to toggle the respective weather presets
35 Minutes Ago
Fixed cart button not disabling itself when emptied from a add to cart button inside a modal
39 Minutes Ago
Proper fix for ultra wide ratios
42 Minutes Ago
merge from main
50 Minutes Ago
Fix fps.limitinmenu being applied while benchmarking
55 Minutes Ago
Clean: remove EFfectsBenchmark from the list I've removed it in the past, but apparantly forgot to remove it from this list as well Tests: none, trivial change
58 Minutes Ago
Update: BaseRaidBench - clean up custom timers from tracking Otherwise they end up in results with their generic names Tests: none, trivial change
58 Minutes Ago
1 Hour Ago
Fixed skin viewer callbacks being called when closed, causing the viewer to spawn on the wrong items
1 Hour Ago
Merge: from main
1 Hour Ago
merge from main
1 Hour Ago
Restored steam button on DLC pages Shorter descriptions for all pages
1 Hour Ago
oil rig foot lods
1 Hour Ago
Bumped the maximum amount of line the phrase english textareas can have
1 Hour Ago
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
2 Hours Ago
Chandelier - Split movable mechanical parts, added new cable mesh with matching size
2 Hours Ago
Security tower material fixes
3 Hours Ago
Compile fix
3 Hours Ago
merge from new_menu
3 Hours Ago
Cleanup
3 Hours Ago
Improvised walkway clean up
3 Hours Ago
merge from new_menu
3 Hours Ago
Merge from main
3 Hours Ago
Fixed the rendering of the scene view when searching for an object in the hierarchy window
3 Hours Ago
- Better store price localization and formating - Fixed item breakdown testing local price value instead of USD price Added overrideCulture debug command
3 Hours Ago
Also reset entity slots when spawning (future proofing)
3 Hours Ago
merge from god_indicator
3 Hours Ago
NRE fix for UIGodOverlay Instance not being initialised yet when saved convars are loaded. Tested in editor.
4 Hours Ago
Merge: from camerarenderer_leak - Fixes memory leaks related to Rust+'s camera renderer and Nexus mugshot savings Tests: print_arraypool when connected to turret - before ProtocolParser 16KB set would grow, now stays constant
4 Hours Ago
Bugfix: properly recycle mugshot data pooled array on nexus servers Tests: none, same type of change as previous
4 Hours Ago
Bugfix: properly recycle pooled array for camerarenderer Tests: connected to a turret, printed array pool - before ProtocolParser 16KB pool would grow, now stays constant
4 Hours Ago
Fixed flickering when viewing a prefab
4 Hours Ago
new_menu -> main
4 Hours Ago
Sails and anchors are now only usable if authd
5 Hours Ago
Fix for rust plus button infinte loading v2
5 Hours Ago
Localization fixes
5 Hours Ago
Added some missing country to currency code for the item marketplace price requests
5 Hours Ago
Update: rewrite print_arraypool to support multiple array pool output - also added logic to take into account T size Useful to validate we're not leeking across pools Tests: used in editor, both text and json options
5 Hours Ago
Spawn player example
5 Hours Ago
Handle auth transfering between bbs and boat
5 Hours Ago
Close shockbyte and connection modal automatically if you move off the play page
5 Hours Ago
Ported shockbyte modal over to our new menu framework Refresh all server listings in the warmup instead Ensure background video uses URL
5 Hours Ago
Add heavy voicelines to ask his teammates to flank when players waste their time shooting his front armor, not hooked yet
5 Hours Ago
Additional safety on steam inventory crafting InitAsync
5 Hours Ago
New scene, no gameplay
6 Hours Ago
merge from main
6 Hours Ago
Do not send RPCs for bullets bouncing off heavy's armor. It'll add unecessary network overhead and delays, just do it on the clients. This requires forwarding OnAttacked to EntityComponents and renaming resource dispenser's OnAttacked.
6 Hours Ago
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