130,864 Commits over 4,232 Days - 1.29cph!

10 Years Ago
OSX protobuf generate script
10 Years Ago
Protobuf generate
10 Years Ago
Compile fix
10 Years Ago
Repair module cleanup
10 Years Ago
Prefab updates
10 Years Ago
Fixed being able to repair things with just wood
10 Years Ago
Water desalinator deployable files (models, LODs, COLs,Gibs)
10 Years Ago
Missing gibs for the water well - prefab update
10 Years Ago
loot through walls/flame spawn fix
10 Years Ago
Added rust/std version of grass Fixed water reflections on revz enabled Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
10 Years Ago
Grass material to new shader
10 Years Ago
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions) Fixed plants skipping their dying skin when exceeding their max number of seasons
10 Years Ago
Merge from main
10 Years Ago
Plant skins use prefab pooling Plants can specify whether or not to switch to the dying state when harvested for the last time
10 Years Ago
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
10 Years Ago
Fixed atmosphere shader to work well in both modes Added graphics.revz toggle command Cleaning up
10 Years Ago
Plant server convars actually do what they claim to do
10 Years Ago
Fixed plant planting and harvesting particle effect rotations
10 Years Ago
Added hemp seeds and hemp farming Network++
10 Years Ago
Updated Rust.Data plugin
10 Years Ago
Merge from main
10 Years Ago
Merge from decay_reboot Network++
10 Years Ago
Compile fix
10 Years Ago
Fixed plant skins missing from asset bundles
10 Years Ago
Wild corn & pumpkins always spawn next to rivers
10 Years Ago
Reduced driftwood density
10 Years Ago
Dialed back hemp tint randomization
10 Years Ago
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
10 Years Ago
Tightened valid cupboard deployment angle
10 Years Ago
Lanterns can be placed on top of other deployables again (RUST-823)
10 Years Ago
Fixed world models / ragdolls ignoring cave triggers
10 Years Ago
Fixed server projectiles (i.e. rockets) ignoring cave triggers
10 Years Ago
Vis.Colliders handles terrain triggers
10 Years Ago
Fixed turret LOS check ignoring cave triggers
10 Years Ago
Added prevent movement physics layer (similar to prevent building, just for movement)
10 Years Ago
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now Tested d3d11; d3d9 and gl need work before merge
10 Years Ago
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog Optimized screen coord to frustum ray
9 Years Ago
Improved quit to editor handling of when revz is enabled
9 Years Ago
Couple edit-mode more fixes
9 Years Ago
instahit fix can no longer codelock fish traps ( wow )
9 Years Ago
baseline for water purifier/desalinator
9 Years Ago
missing
9 Years Ago
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9 Years Ago
Prevent movement layer is included in AntiHack checks
9 Years Ago
AntiHack keeps track of kicks and bans
9 Years Ago
Adjusted default AntiHack parameters
9 Years Ago
Fixed remaining gl issues
9 Years Ago
Merge from main
9 Years Ago
Merging quasi-log reverse depth solution to ameliorate z-fighting across the board; toggable using graphics.revz (off by default)
9 Years Ago
merge from main