136,667 Commits over 4,324 Days - 1.32cph!

Yesterday
merge from artist_pack_dlc - added square images to steam item for pack
Yesterday
resized artist pack images for steam and added to steam item
Yesterday
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Yesterday
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Yesterday
merge from sks_skinviewer_fix
Yesterday
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Yesterday
merge from naval_update
Yesterday
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Yesterday
Fixed bass guitar
Yesterday
Also fixed the jerry can guitar
Yesterday
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Yesterday
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
Yesterday
Updated hold position of tuba, got zeroed out for some reason
Yesterday
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
Yesterday
Remove some sockets from the static verison
Yesterday
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Yesterday
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
Yesterday
Prevent look rotation is zero errors from vines (in theory, no repro)
Yesterday
Added equivalent inspector support for MeshCull
Yesterday
deep sea signal computer flare launch sound and transmit sound tweaks
Yesterday
Show debug info about current LOD quality level and whether the LOD component is considered small
Yesterday
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Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Yesterday
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Yesterday
Better handle invalid physObj in queued collision events Lets try making lights non networked Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups
Yesterday
add CommandBufferManager.OnPreCommandBuffer hook
Yesterday
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Yesterday
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
Yesterday
fixed crates/barrels respawning in deepsea dwellings
Yesterday
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Yesterday
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Yesterday
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
Yesterday
turret_head_anim_fix -> main
Yesterday
Setup correct content bundles for animations
Yesterday
turret_slow_animation_fix -> main
Yesterday
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
Yesterday
extremely important cannonball ammo icon shadow fix
Yesterday
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
Yesterday
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Yesterday
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Yesterday
Fixed LOD distance issues on docks B and C
Yesterday
naming fix
Yesterday
updates on kiosk D blockout
Yesterday
Fixed missing aerial collider.
Yesterday
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Yesterday
Fixed collider issues on signal computer
Yesterday
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Yesterday
merge from main