160,241 Commits over 4,566 Days - 1.46cph!

2 Days Ago
2 Days Ago
Fixed RRP particle lighting and shadow flicker Added shadow strength to 3P shader
2 Days Ago
merge demo_export_fix to main
2 Days Ago
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2 Days Ago
merge from mirrored_stairs
2 Days Ago
merge from scrap_king_buildingskin_dlc
2 Days Ago
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2 Days Ago
Generated scrap king mirrored stairs
2 Days Ago
- fixed entity errors - removed old linedk mesh in viewmodel prefab - removed throw and other no used states from viewmodel aniimator - renaming - deleted unneeded v_shears prefab (just a model)
2 Days Ago
Merge: from websocket_merge_write - Update: replace websocket-sharp with Fleck, should reduce websocket bandwith overhead Tests: profiled server sending packets, saw no allocs
2 Days Ago
Update: update Fleck bins - Release bins from commit 3b1b9e08 Tests: none
2 Days Ago
Updated all skinnable files with new default camera positions
2 Days Ago
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2 Days Ago
Fixed boat building block showing wrong toast when rotating them
2 Days Ago
Fix attach animations not playing in spectator mode
2 Days Ago
Clean: delete websocket-sharp.dll & license note from project Tests: editor compiles
2 Days Ago
Fix crashes related to recent changes, including saves
2 Days Ago
Update: replace websocket-sharp with fleck in RustRelay Tests: profiled in editor, no allocs during packet sending
2 Days Ago
Cleanup
2 Days Ago
merge from main
2 Days Ago
Broken light casing (stage 1) for lighthouse blocker
2 Days Ago
Fix building split every time a block is flipped
2 Days Ago
exported updated 3p jog anims
3 Days Ago
update from main
3 Days Ago
update from main
3 Days Ago
Cleaner way for the client to grab lod ring on its side
3 Days Ago
3 Days Ago
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
3 Days Ago
added icon
3 Days Ago
blueprint book world model, lods. .worldmodel and .item setup needs tweaking
3 Days Ago
scrap king; - resolve collision import - ColliderInfo added to overhangs - Grade collider for frames set to metal col
3 Days Ago
merge from seagull_update -> bird_critters
3 Days Ago
merge from bird_flocks -> bird_critters (combining both flocks and individual birds on this branch)
3 Days Ago
Workshop Camera Position - Simplified the previous script, now its only two vector3 fields that control the actual position and rotation of the camera independently from the asset. Zero equals previous default framing. Added a script to capture current camera position, making it easier to set the camera per skinnable
3 Days Ago
set to highest network range, so you can see them up in the sky far away (culling still mitigates most of the client cost dw)
3 Days Ago
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
3 Days Ago
add populations - set to approx 4 of each type (crows, seagulls) in a 3k map - low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
3 Days Ago
switch flock interest from prefab+component to event+manager (with priority) system
3 Days Ago
Update: new fleck with client websocket support - release bins from 7093f4c9 Tests: ran auto tests
3 Days Ago
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys Its using the shelves pickup volume stuff
3 Days Ago
Scrap king building skin enabled in standalone
3 Days Ago
merge from livestock_petting
3 Days Ago
Remove the animal turning towards the player when petted, can get you stuck since they have colliders now
3 Days Ago
merge from first_join_default_skins_fix
3 Days Ago
Fixed the rock and torch you spawn with always being the default skin (instead of your selected one) the first time you joined a server in a wipe
3 Days Ago
Enabled fade to depth on the Ice AK particles
3 Days Ago
merge from fsm_optim