157,650 Commits over 4,536 Days - 1.45cph!

11 Minutes Ago
Frog texture optimisations
21 Minutes Ago
Jellyfish texture optimisations
29 Minutes Ago
merge from storepage_plaguedoctor
35 Minutes Ago
Plague doctor store video
37 Minutes Ago
Fixed featured tab showing the same item twice: grids stopped recording spawned items after the loading changes
39 Minutes Ago
Squirrel texture optimisations
44 Minutes Ago
Added a convar killswitch for the general store loading images from http
50 Minutes Ago
merge from plague doctor - store icon, square steam images, fixed ingame icon
59 Minutes Ago
Rabbit texture optimisations and material update
60 Minutes Ago
Editor: fixed store item grid preview button not working in edit mode
1 Hour Ago
Plague doctor hazmat store page
1 Hour Ago
Plague hazmat icon uses legacy bind pose to match other hazmats
1 Hour Ago
legacy bind pose setting works in renderer window, not just the prefab value.
1 Hour Ago
Reimported Nailgun World Model to have seperated magazine
1 Hour Ago
Seaturtle texture optimisations
2 Hours Ago
Merge from main
2 Hours Ago
merge from plague doctor - store icon
3 Hours Ago
Merge from main
3 Hours Ago
Wire and decal pass on small room J, server room (still WIP)
3 Hours Ago
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
4 Hours Ago
Restore foliage SHDO in RRP
6 Hours Ago
Foliage and namespace fix
Rin
Today
merge from skinnable_ladder_hatch
Today
merge from fix_browser_invalid_operation -> main
Rin
Today
Sandbag barrcaide stack 10 > 20 Sandbag barrcaides found in loot will be a stack of 4
Today
Remove start of cached query storing all addresses in a hashset and comparing them to the list of banned servers - the code became redundant at some point
Today
Merge from livestock_animals
Today
Show genetics on cow panel as well
Today
Don't show the lead option if an animal isn't tamed
Today
Add a tame flag to livestock Don't show milk option if animal is not tamed
Today
Merge from livestock_animals
Today
Merge from vendor_changes
Today
Doubled ammo amounts Added ladder hatch, rifle bodies and smg bodies
Today
Viewmodel - nails in the mag deplete per shot + follower rises MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound ShowBullet on anim event now shows a full mag during reload
Today
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9) Reduced packing radius from 3m -> 2.5m
Today
Fix InvalidOperationException() when multiple browser refreshes happen at the same time and the list is cleared while another query is filling it
Today
Added TriggerPlayerPushback on livestock animals so you cannot stand on them Its a new client side only trigger that gently slides the player off
Today
Expand the `spawnvendor` command to cover every single vendor in the game - can spawn vending machines and vendors from all monuments - can choose the respective stock from each type of vendor
Today
Rework vendor sale logic Now takes the normalised value we used to use and uses that as a currency to spend Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags) We then have 0.25 left to spend on another listing Falls back to a flat scrap listing to fill out the offer Reworked item lists - added pistol ammo, rifle ammo, top tier doors Added rare red keycard to livestock sale list Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
Today
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
Today
Ghostship exterior rear spotlight lighting is off during daytime.
Today
Fix Crystal AR view model being cut off
Today
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
Today
fixed milk icons looking aliased - defringed the white matte
Today
Merge from main
Today
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time Would save 150mb of memory if we can pull it off
Today
Elevator lighting and flare glitch fix.
Today
Fixed fluid switch visual feedback being broken at low object detail level.
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through Allows underwater labs mission to be playable even if a lab has only 1 boombox
Today
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed - fixes the failing test properly - not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier