240,704 Commits over 3,867 Days - 2.59cph!

11 Months Ago
merge from main
11 Months Ago
merge from scope_laser_mismatch
11 Months Ago
merge from base_decor_DLC
11 Months Ago
merge from mfm1
11 Months Ago
Debug command comments
11 Months Ago
Spawn conflict fix
11 Months Ago
Protobuf & code gen
11 Months Ago
Remove unused file
11 Months Ago
Cleanup, update flags based on material
11 Months Ago
Corrected trimsheet surface properties
11 Months Ago
Disallow bathtub and minecart planters placement under half hight floors
11 Months Ago
Merge from main
11 Months Ago
merge from main (with conflicts)
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
merge from save243 - Staging wipe
11 Months Ago
network++ save++
11 Months Ago
merge from rail_network_link
11 Months Ago
Leaderboard backup, run #6941
11 Months Ago
Minor rail road planter fixes: -Adjust prevent building volume to match regular planter exactly -Moved colliders out of the art root, as that only exsits on the cilent -Fixed incorrect repair target -Fixed incorrect item icon -Auto assigned box gibs -Put colliders on Deployable layer
11 Months Ago
Add experimental/temporary ragdoll capabilities
11 Months Ago
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
11 Months Ago
Compile fix, don't save headshot locally
11 Months Ago
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
11 Months Ago
Adjust wanted poster positioning
11 Months Ago
icons
11 Months Ago
Hammer: Fix crash trying to simulate softbody
11 Months Ago
signage
11 Months Ago
Marge main -> experimental
11 Months Ago
Merge DroppedItemsOnVehicles -> Main
11 Months Ago
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
11 Months Ago
The torch holder now emits the same amount of light regardless of what torch is inserted into it Involved prefab changes to all torches
11 Months Ago
Merge main -> experimental
11 Months Ago
IsVRHeadsetAvailable, test showing a button in menu navbar if VR headset is present/available
11 Months Ago
Merge DroppedItemsOnVehicles -> main
11 Months Ago
Digital / skeletal / pose action data + helper funcs for retrieving all action data
11 Months Ago
Increase torch holder deploy height again
11 Months Ago
Fixed inventory player model not resuming animations after a headshot is taken
11 Months Ago
Fixed duplicated sketches across deferred mesh decals
11 Months Ago
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
11 Months Ago
Show nametag on large trophy Show translated animal name on trophy
11 Months Ago
Show count of trophy on the name tag Fixed some scientist submit issues
11 Months Ago
Merge from main
11 Months Ago
Test map wagons and stuff
11 Months Ago
Remove tracking every item on the server Instead, get the ammo count from the held entity when calling Item.Save()
11 Months Ago
Fixed poster sketch tinted red
11 Months Ago
Fixed server not loading wanted posters
11 Months Ago
Show all contacts in the wanted poster popup, not just contacts marked hostile
11 Months Ago
Reapply right foot ik curve to kick anim Exposed and renamed fields on double door (KickAnimationDelay, PushAnimationDelay) Added and exposed a delay if the player is holding something (WeaponAdditveDelay)
11 Months Ago
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots