140,463 Commits over 4,352 Days - 1.34cph!

16 Minutes Ago
reverted accidental splash screen setting tweak
22 Minutes Ago
main -> rust_relay_server
1 Hour Ago
Console now fills bottom up Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command Fixed command list search bar selection color being transparent Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
1 Hour Ago
merge from new_console-ui
4 Hours Ago
Reduce error overlay duration to 30s Fixed loc in tools tab More null checks in SpawnVehicle
Today
▄█▋▋▅▌▉█▆▊
Today
new egg hunt music new egg open/upgrade sounds
Today
Alternative with refraction.
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
Today
Update Mono.Cecil, use .net standard build
Today
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
Today
merge from new_console-ui
Today
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
Today
Dont show [] if we cant get the value (server var from the client)
Today
Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles
Today
New tooltip prefab for f1 UI Some color fixes in command list
Yesterday
music for new rustige egg
Yesterday
Remove poolable from scientist suit NVGM (matches main)
Yesterday
fix manifest after merge squashed
Yesterday
move in checks for placement, should be even easier to place on sloped surfaces
Yesterday
merge from waterwheel_deployable
Yesterday
Added a scrollbar to the command list Some layout tweaks and fixes
Yesterday
merge from hamster_water_wheel
Yesterday
merge from main
Yesterday
merge from main
Yesterday
get RRP running on unity 6
Yesterday
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now added convar for debugging logs
Yesterday
Fixed item and vehicle list flex scroll gap
Yesterday
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
Yesterday
Merge from main
Yesterday
Checkpoint for Flavien test.
Yesterday
Fix missing HasFlag swaps
Yesterday
▇▌▋█▆▉▋▌▊ ▅▄▉▋▉
Yesterday
Refactor all fsms, wip
Yesterday
▆▇▇▍▇▋▌▌█▇
Yesterday
new mocap for shrug, thumbs up and thumbs down updated
Yesterday
merge from main
Yesterday
add convars for: disabling completely, area radius, duration, # of successes until overfished
Yesterday
merge from new_console-ui
Yesterday
Compile fix
Yesterday
merge from render_pipeline_testing
Yesterday
oops
Yesterday
Fixed double select none buttons in the tools tab
Yesterday
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
Yesterday
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
Yesterday
merge from hasflag_replacement
Yesterday
merge from new_console-ui
Yesterday
Fixed loadouts not loading in non debug builds
Yesterday
Clean(tests): rename DummyServer -> TestServer Tests: compiles
Yesterday
RidableHorse.prefab really wants to be reserialized