160,722 Commits over 4,566 Days - 1.47cph!

23 Minutes Ago
Disable storagecontainer.canrequireauthifnolock in softcore
42 Minutes Ago
Merge from boat_scientist_fix
49 Minutes Ago
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
53 Minutes Ago
Update the eu_15 test data zip
1 Hour Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
1 Hour Ago
small wooden table; - gibs added - world model added - item updated - prefab updated
1 Hour Ago
Merge from main - need to add the uzi to the twitch drops render scene
1 Hour Ago
Fixed scientist spawned boats getting left behind once scientsts have been killed
2 Hours Ago
small wooden table; - lods added - prefab updated
2 Hours Ago
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
3 Hours Ago
Merge from main
3 Hours Ago
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
3 Hours Ago
small wooden table; - adjusted item name - prefab updated - icon updated - sitem created - ran manifest, localization, skins
3 Hours Ago
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
4 Hours Ago
Merge from prefab_hierarchy_flatten
4 Hours Ago
Merge from livestock_animals
4 Hours Ago
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
4 Hours Ago
Fixed shears world model not playing deploy animation (was playing fire instead)
4 Hours Ago
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
4 Hours Ago
Possibly fixed double firing shears sfx and missing attack event warnings
4 Hours Ago
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
5 Hours Ago
Merge from main
5 Hours Ago
small games wooden table; - texture polish
5 Hours Ago
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5 Hours Ago
Try to fix a weird infinite loop with 32bit VPC on Linux
6 Hours Ago
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
Today
merge from held_item_fixes
Today
Compile fix
Today
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
Today
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
Today
merge from fix_packet_capture_rustrelay -> main
Today
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
Today
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Today
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Today
Delete vpk_osx32 Linux build fixes * Don't build datamodel for 64bit dedicated servers (unused) * Fixed compile error on Linux64 introduced by recent StudioMDL changes * Fixed Linux64 client trying to build for 32bit and failing * Move Linux64 binaries into a subfolder to match x86-64 * Remove "64" suffix from Linux64 .so files * More of the client builds StudioMDL Linux build progress * StudioMDL builds, runs and can build models on Linux (64bit) * The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO) Fixed a crash with Vehicle:SetWheelFriction
Today
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Today
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Today
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Today
Premium Warhead Box - Added WIP conditional meshes for adaptors
Today
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Today
Reset the flag when pooled, doesnt seem to cause issues but good practice
Today
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Today
merge from ugc_censor_option -> main
Today
fix compile error
Today
Set timeout for uploads of signs to 10s
Today
Merge from main
Today
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Today
merge from batch_all_packets -> main