143,061 Commits over 4,383 Days - 1.36cph!

5 Hours Ago
Mortar animation polish and clip updates
5 Hours Ago
updated crypt building skin icon
5 Hours Ago
Merge from main
5 Hours Ago
merge main -> rust_relay_server
5 Hours Ago
Adding low fences LOD0's Updated playground fences
5 Hours Ago
Merge from heightmap_bake_fix
5 Hours Ago
Merge from main
5 Hours Ago
adjusted surplus upgrde position
5 Hours Ago
Revert TerrainHeightMap from bad merge
5 Hours Ago
merge from main
6 Hours Ago
mannifest
6 Hours Ago
update from main
6 Hours Ago
Merge from main
Today
merge from main, will rebuild mainifest
Today
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
Today
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vendingmachine_ui_refresh -> main
main -> vendingmachine_ui_refresh
Add condiiton and slot support to fake inventory
Support skins on collapsed shop view
Check skin ID before allowing a purchase
Fix a couple of bugs with cost skin id not being detected properly
Added independent skin support to cost item (was only supported for selling item before)
Today
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
Today
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Today
Fixed remaining light fixture issues.
Added another female/light player seed
Today
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Yesterday
Merge from main
Yesterday
Fix submesh bypass per prefab being inverted
Yesterday
Enable submesh batching on shipping container
Yesterday
Only enable submesh batching on certain assets instead of every single one
Yesterday
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
Yesterday
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
Yesterday
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
Yesterday
Delete unused Combine() overload from MeshRendererData
Yesterday
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
Yesterday
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes
Yesterday
Added female/light player seed Female/light body material updates PlayerModelMouth balance pass
Yesterday
network++
Yesterday
Setup engineering bench filler/item visuals