136,575 Commits over 4,324 Days - 1.32cph!

8 Minutes Ago
merge from main
23 Minutes Ago
merge from main
24 Minutes Ago
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34 Minutes Ago
39 Minutes Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
49 Minutes Ago
Merge from main
55 Minutes Ago
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58 Minutes Ago
merge from artist_pack_dlc - added square images to steam item for pack
59 Minutes Ago
resized artist pack images for steam and added to steam item
1 Hour Ago
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1 Hour Ago
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2 Hours Ago
merge from sks_skinviewer_fix
2 Hours Ago
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2 Hours Ago
merge from naval_update
2 Hours Ago
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6 Hours Ago
Fixed bass guitar
6 Hours Ago
Also fixed the jerry can guitar
6 Hours Ago
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Today
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
Today
Updated hold position of tuba, got zeroed out for some reason
Today
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
Today
Remove some sockets from the static verison
Today
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Today
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
Today
Prevent look rotation is zero errors from vines (in theory, no repro)
Today
Added equivalent inspector support for MeshCull
Today
deep sea signal computer flare launch sound and transmit sound tweaks
Today
Show debug info about current LOD quality level and whether the LOD component is considered small
Today
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Today
merge from main
Today
Merge from main
Today
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Today
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Today
Better handle invalid physObj in queued collision events Lets try making lights non networked Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups
Today
add CommandBufferManager.OnPreCommandBuffer hook
Today
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Today
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
Today
fixed crates/barrels respawning in deepsea dwellings
Today
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Today
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Today
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
turret_head_anim_fix -> main
Setup correct content bundles for animations
turret_slow_animation_fix -> main
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
Today
extremely important cannonball ammo icon shadow fix
Today
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
Today
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping