124,947 Commits over 4,171 Days - 1.25cph!

34 Days Ago
scene2prefab millitary_tunnel_1
34 Days Ago
adjusted volumes near chimney entrance
34 Days Ago
Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats... Try to digitally sign EXE files as well
34 Days Ago
fix invisible 2D cloud layer
34 Days Ago
R/W for 2 more obscure meshes
34 Days Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
34 Days Ago
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
34 Days Ago
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
34 Days Ago
media_capture_backgroundvideo -> main
34 Days Ago
Convar to skip the current menu background video
34 Days Ago
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34 Days Ago
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)
34 Days Ago
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34 Days Ago
Rename 'rust+' button 'pairing' Ensure Rust+ button has a hover effect
34 Days Ago
Ensure streamer mode works for server titles in play
34 Days Ago
Disable srgb on a couple of pilot hazmat ao/metal textures
34 Days Ago
Enable helmet variation randomisation
34 Days Ago
Make header box less transparent
34 Days Ago
Disable the 'background' on the session modal connection window
34 Days Ago
merge project generation improvements: - solutions now build with project generation enabled - separate configuration for Client/Server rebuilds - client/server dependency generation - kinda half working, the solution still doesn't pick this up properly.
34 Days Ago
Pilot Ejector Seat - Added bottom backface and fixed bottom collider
34 Days Ago
M15 Pistol - Added emissive to world model (now in the right branch)
34 Days Ago
Prefabbed up farm barge area of level
34 Days Ago
Clean: Move all of the player server occlusion logic to it's own file - Removed now resolved TODOs Now that it has both task and serial modes of operation, it takes too much space in server partition file. Tests: compiles in CLIENT+SERVER editor
34 Days Ago
Set dressing to bar area of food market
34 Days Ago
subtractive merge from 127834 - shouldnt be on main
34 Days Ago
update project gen
34 Days Ago
M15 Pistol - Added emissive to world model
34 Days Ago
Update: use ConcurrentDictionary for BasePlayer.lastPlayerVisibility Trying the simplest approach first, lets see how it scales on release pop. Tests: 2 player local session with occlusion culling de-/spawning player
34 Days Ago
Improvised walkways progress
34 Days Ago
Merge from parent
34 Days Ago
Reduced AO intensity on market container mat
34 Days Ago
Changed FOOD mesh decal to deferred decal. Added hanging fish asset + LODs, COL. Changed food market gate to static prefab.
34 Days Ago
ResetStaticFields on BuildingManager Codegen
34 Days Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
34 Days Ago
naval_update -> scientist_rhib
34 Days Ago
main -> naval_update
34 Days Ago
Onbly show the tutorial button if the connected server has a tutorial available
34 Days Ago
Try and use higher LODs in 2 cases
34 Days Ago
Enabled R/W on 31 meshes used by particle systems to fix warnings
34 Days Ago
Added a fix the to environment volume rendering when changing the type to include/exclude SpatiallyAware
34 Days Ago
merge from main
34 Days Ago
merge from main
34 Days Ago
Added tags to all building skins store page to show their tier (wood, stone, metal)
34 Days Ago
Ensure logo image resets on joining a new server (doesn't stay the old one) Ensure tips reset on joining a new server if the old one had custom tips
34 Days Ago
Fix build regarding AssetDatabase
34 Days Ago
Fix build error about missing TerrainTools
34 Days Ago
Update: early out from running occlusion checks if no players to process Tests: none, trivial change
34 Days Ago
Bugfix: use cached network time of one player to avoid worker thread calls to script api Tests: none, one more to fix
34 Days Ago
Update changelog