136,755 Commits over 4,324 Days - 1.32cph!

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
2 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
2 Days Ago
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)
2 Days Ago
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
2 Days Ago
fixed crates/barrels respawning in deepsea dwellings
2 Days Ago
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2 Days Ago
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
2 Days Ago
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
2 Days Ago
turret_head_anim_fix -> main
2 Days Ago
Setup correct content bundles for animations
2 Days Ago
turret_slow_animation_fix -> main
2 Days Ago
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
2 Days Ago
extremely important cannonball ammo icon shadow fix
2 Days Ago
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
2 Days Ago
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
2 Days Ago
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
2 Days Ago
Fixed LOD distance issues on docks B and C
2 Days Ago
naming fix
2 Days Ago
updates on kiosk D blockout
2 Days Ago
Fixed missing aerial collider.
2 Days Ago
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2 Days Ago
Fixed collider issues on signal computer
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
merge from LNY26
2 Days Ago
merge from naval_update
2 Days Ago
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2 Days Ago
apartments greybox progress
2 Days Ago
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2 Days Ago
Adding burst cloth to horse mask
2 Days Ago
WIP blockout for rentable shop kiosk variant D
2 Days Ago
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
2 Days Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
2 Days Ago
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
2 Days Ago
Updated video, added shutter frame media