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12,266 Commits over 2,557 Days - 0.20cph!

35 Minutes Ago
Mark Electrical_fuse_box_B_COL r/w
1 Hour Ago
Fixed inventory limit rules on modular cars
2 Hours Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
3 Hours Ago
Compile fix
3 Hours Ago
Merge from rustnav_draw_fix
3 Hours Ago
Merge from main
3 Hours Ago
Rework nav display entirely Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar) Entirely eliminates server cost if the player is not moving (as no new tiles will be sent) Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
5 Hours Ago
Merge from debug_npcanimcontroller_alloc
6 Hours Ago
Merge from rustnav_draw_fix
6 Hours Ago
Only send a quarter of the nav mesh each call when rustnav.draw is enabled Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms
Today
Merge from vine_tree_nav_fix
Today
Merge from main
Today
Manifest, fixes launch issue
Yesterday
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Yesterday
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
Yesterday
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
Yesterday
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Yesterday
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Yesterday
Merge from main
Yesterday
Merge from JulQuickfire_balane1
Yesterday
Merge from videoplayer_volume
Yesterday
Merge from lunar_masks_wolf_headress
Yesterday
Merge from main
Yesterday
Fixes
Yesterday
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
Yesterday
Setup calf with proper model
Yesterday
Adjust walk speed and accel/deccel
Yesterday
Merge from WolfHeaddress_Workbench
2 Days Ago
Unsaved
2 Days Ago
Replaced the oil rig pump switch with a 10 minute timer, should produce plenty of oil S2P oil rig
2 Days Ago
Merge from main
5 Days Ago
Merge from sign_build_fix
5 Days Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
5 Days Ago
Merge from lootspawn_stack_fix
5 Days Ago
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
5 Days Ago
Merge from bag_compass_marker
5 Days Ago
Icons
6 Days Ago
Merge from main
6 Days Ago
Merge from main
6 Days Ago
Merge from vm_attachment_swap_fix
6 Days Ago
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
6 Days Ago
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly Was taking 3.5s every domain reload, now takes 4ms Editor only, still iterates over every assembly in a build (but only on boot)
6 Days Ago
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
6 Days Ago
Merge from attachment_fx_fix_2
6 Days Ago
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
6 Days Ago
Subtract 157916 (we do want these sfx to be audible to other players, just with a smaller distance)
7 Days Ago
Calf initial setup
7 Days Ago
Hooked up testing patrol path Update walk states
7 Days Ago
New LIvestockAnimal class, Cow now derives from that
7 Days Ago
Merge from skin_randomiser