140,975 Commits over 4,505 Days - 1.30cph!

3 Days Ago
Bull prefab setup
3 Days Ago
Merge from nexus_fixes
3 Days Ago
Tag servers with nexus enabled with `nexuszone` (`^x`) Hide zone servers from the server list (disable with nexus.hideZones) Expose nexus info in A2S rules response when nexus is enabled
3 Days Ago
merge from demo_ui_2
3 Days Ago
update from main
3 Days Ago
redo demoui2 sandbox panel, add parenting, redo colorpicker, add keyframing lights intensity/range.
3 Days Ago
Fixed battery ReceiveAdditionalData client rpc
3 Days Ago
Fix map button not enabling on the connect modal for the nexus path
3 Days Ago
Fixed all animals set to female Added breeding fsm states
3 Days Ago
Fix nexus map squishing after those changes
3 Days Ago
Fix underwater labs windows refraction texture with RRP
3 Days Ago
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
3 Days Ago
Converted cctv cameras and windmills
3 Days Ago
Tesla coil and igniter tests
3 Days Ago
Merge from sprinkler_fixes_aug_26
3 Days Ago
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
3 Days Ago
Merge from main
3 Days Ago
Nexus connect modal fixes
3 Days Ago
Fix MaxPlayers being wrong after my changes
3 Days Ago
fixed jungle primitive loot box gibs not using the proper material upon destroy
3 Days Ago
Converted water wheel, added some tests
3 Days Ago
fixed gibs for the crate_basic and its gib colliders.
3 Days Ago
merge from f1_menu_category_sort
3 Days Ago
Merge from m15_modslots_fix
3 Days Ago
Export test list
3 Days Ago
RidableHorse.prefab
3 Days Ago
re-exported crate_basic so the scale is zeroed out
3 Days Ago
Merge from main
3 Days Ago
Test feedback
3 Days Ago
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
3 Days Ago
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
3 Days Ago
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
3 Days Ago
Typo fix
3 Days Ago
Minor render library improvements * Potential optimization for render.ResetModelLighting * render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights * Fixed compile warnings Potential crash fixes Micro optimization for Lua matproxies Minor cleanup in spawnicon rendering Added player_manager.RemoveValidModel Adjust player model categories * Remove 1 and 2 model categories. Apply localization to DColorPalette right click menu ColorToHSV does not truncate hue to integer * This prevents loss of data when converting the color from HSV back to RGB * This is consistent with ColorToHSL Added "Copy to clipboard" option to DColorCube/Mixer DNumSlider adjustments * Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools) * Added right click menu to the slider to reset and copy the value. This should help players find this ability Increase Hydraulic speed slider range so its default isn't out of bounds Use DermaMenu for DBinder right click * Includes reset to NONE and reset to default options * This is less prone to screw the player over by right clicking around Fixed suit admire animation being invisible
3 Days Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
3 Days Ago
editor_multiplayer -> main
3 Days Ago
- Final name cleanup - Fix performance logging NRE - Hot reload fix
3 Days Ago
Fixed effects not firing
3 Days Ago
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
3 Days Ago
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
3 Days Ago
add a scroll fade/gradient to tabs
3 Days Ago
removed unnecessary prefab
3 Days Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
3 Days Ago
merge from flex_color_picker_fixes
3 Days Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
3 Days Ago
Reverted previous idea, now using a better way of fixing it
3 Days Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
3 Days Ago
Move code around, don't unload filestorage since domain reload should handle it
3 Days Ago
merge from automated_testing
3 Days Ago
One more that I missed