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157,318 Commits over 4,566 Days - 1.44cph!

16 Minutes Ago
rust 13th birthday cake - lods added - prefabs updated
29 Minutes Ago
exported 3p attach anims for grenade, smoke grenade, flare, crackers and beancan grenade
40 Minutes Ago
Min fade value so even brand new tattoos are slightly transparent
1 Hour Ago
Updated skinviewer nailgun to use the rigged VM
1 Hour Ago
- added updated seagull model, textures and materials
1 Hour Ago
Updating warhead garage door rig and open mesh
1 Hour Ago
first pass, experimenting
1 Hour Ago
merge from weapon_refresh_nailgun - updated viewmodel and workshopsource model
1 Hour Ago
updated nailgun workshopsource model
1 Hour Ago
Make wind shaders SRP batcher compatible
1 Hour Ago
Updated default view so it's not your bare ass
1 Hour Ago
Fix possible race condition when reordering pre_culled_mask
1 Hour Ago
Adding new cow and sheep turn 180 animations
1 Hour Ago
Make leading still the default interaction before petting
2 Hours Ago
Merge: from main
2 Hours Ago
merge from MiltunsBlockers
2 Hours Ago
merge from TraincarSFX
2 Hours Ago
merge from 3p_cleaver_resize
2 Hours Ago
merge from Item2FunCraftingMenu
2 Hours Ago
Fix animals not attacking players standing next to vehicles
2 Hours Ago
merge from Livestock_animals
2 Hours Ago
Cherrypick 168240 dungeon_fixes
2 Hours Ago
merge from dungeon_fixes
3 Hours Ago
Updating nailgun viewmodel rig with correct model
3 Hours Ago
Restored tropical3 terrain
3 Hours Ago
Root motion fix up on jump down anims
4 Hours Ago
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea Use normals instead of slope for map rendering
5 Hours Ago
Add iso grid topology option
6 Hours Ago
Fix bases decaying despite TC having upkeep when the decay tick gets slowed down on very high entity count servers - change decay tick from being a hardcoded 5 entities per tick to budgetted to 0.25ms per tick - in practice most servers won't hit this: this is 200k decay entities & 10 server FPS to start reaching the budget - paces so we don't burn budget looping through the list too quickly
Today
Enable terrain normal mips and use for lower detailed lods Fix ring position rounding issues at lower cell sizes Remove terrain stencil material from terrainConfig (is now the default) Use y-distance from terrain to skip LOD rings
Today
Refactor how files (paintings, cassettes, etc) are keyed internally Fixes signs with the same contents (uploadsign) being cleared unexpectedly
Today
Switch batches from channel 1 -> channel 0 so it's ordered with all the other packets (since we no longer use unordered for position packets)
development_server_fix -> main
Cleanup cache query return
Today
Hooked up new mount forward animations (sheep still has issues)
Today
Merge from Animal_Jumping
Today
Merge from main
Today
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
Today
merge from main
Today
Cherrypick 168219
Today
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Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
Today
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Add bump effect to tattoos
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
Today
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
Today
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- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
Today
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.