113,644 Commits over 3,959 Days - 1.20cph!
m4 balance changes, accepts extended mags
Prevent tooltips from opening upwards when they would be close or beyond the top of the screen
Fix SERVER compile errors
player update, set correct holster posiotn and held position on timed explosive entity
player update, set root transform position xz to original on explosive anims, melee and revovler anims
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Pilot collider particle fix.
Shelter door and shelter take same damage from all entities.
Merge from main -> qol_hbhf_dialog
Blast position fix
Cooldown to 5 seconds to make less spammy
Barrel hole opening corresponds with cooldown
Re-enabled placement within shelter
Fixed OnProjectileAttack NRE caused by loading pre-existing shelters on save.
Legacy bow - updated anims and ironsights so it fires like the regular hunting bow
player update, set satchel charge entity to link to r prop bone and use the 2h explosive holdtype override
updated unarmed 3p idle breathe anim and altered poses 3p 2 handed explosive anims to maatch the idle breathe pose
merge from building_skins_4
further mask downscale, using a small res mask to sharpen transitions
Uploaded Pinata Bat FBX, Textures and Materials
Added per-layer detail masking controls to Rust/Standard Packed Mask Blend (similar to blend4)
assigned LODs on foundation wall b/c/d
hooked up 10 birthday texture on balloons
bus colliders - made a separate prefab to allow use on client/server with more flexibility
made new player update idle breathe anim and added into holdtype none overridecontroller
exported player update edited melee anims
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added NewRustPlayerMask on player update 1h 2h and rifle anims sets
merge from confetti_cannon
Setup instruments for weapon racks and stands.
Pegs, exclusions, scale overrides.
Render bound overrides where necessary.