139,155 Commits over 4,474 Days - 1.30cph!

2 Days Ago
main -> game_room_dlc
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Merge from main
2 Days Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
2 Days Ago
game_room_dlc -> main
2 Days Ago
Ensure cue ball starts on the line is should
2 Days Ago
merge from main
2 Days Ago
Add a dedidated SatelliteCrashLoot config. Referenced it on satellite crates. Still a copy of the Heliloot for now, but ready to be balanced separately now.
2 Days Ago
Ensure 8 and 5 ball aren't swapped on the backend - woops
2 Days Ago
Add resource dispenser component to satellite remains
2 Days Ago
Stop the racked balls clipping into each other
2 Days Ago
jukebox - updated model - removed redundant models - moved materials and textures and removed duplicate folder
2 Days Ago
Ensure pool balls are set to an identity rotation when first spawned
2 Days Ago
merge from main
2 Days Ago
Compile fixes
2 Days Ago
Remove WIP text on the pooltable
2 Days Ago
merge from main
2 Days Ago
Updated cui_test "YES" button to use TopLeft tooltip position so it can be tested easily (ideally at ~30FPS)
2 Days Ago
Fixed tooltips flickering at the default position (up top) for the first frame when they are set to use a different position Removed "HELLO" debug log in TopLeft positioned Tooltips
2 Days Ago
merge from 2Bench2Fixed
2 Days Ago
merge from Softcore_T2T3bench
2 Days Ago
merge from fix_cliff_gaps
2 Days Ago
Merge from PMM
3 Days Ago
merge from main
3 Days Ago
Merge from sleeper_hardcore_fix
3 Days Ago
Fixed not being able to loot sleepers in safe zones in hardcore
3 Days Ago
Merge from powergrid
3 Days Ago
S2P dome
3 Days Ago
Added some pfx when the crude oil is pumping at dome
3 Days Ago
Halved crude oil rate Doubled duration of rig timer Same amount overall, now just takes 20 minutes
3 Days Ago
Can no longer knock on the garage door at gas station Rename the garage door prefab to remove the space in it's name
3 Days Ago
Merge from main
3 Days Ago
Added another oil pumping switch to small oil rig Produces 0.5x of the oil of the large rig for the same duration If both oil rig switches are flipped the pumps will produce 1.5x the oil S2P both rigs
3 Days Ago
Reworked power pole visual emphasis. Cleaned up old FX.
4 Days Ago
jukebox - matrix led screen now shows when cassette is playing in jukebox in addition to the radio stations - updated ledscreenscroller with cassette support - disables scroller updates when outside of its lodnotify range threshold. - updated jukebox prefab with cassette display text
4 Days Ago
Replace entity ID randomization with a randomized offset
4 Days Ago
updated wording on some items
4 Days Ago
Make entityId required for consistency with app
5 Days Ago
Server side raycast jitter
5 Days Ago
Merge from rustplus_camera_fixes
5 Days Ago
Merge from main
5 Days Ago
Double camera renderer resolution, no impact on server perf because it does the same raycasts per sec
5 Days Ago
Remove `mat_software_aa*` convars, since they don't do anything * Software AA system is locked to XBox 360 builds Make bone manipulations not hijack Lua SetRenderBounds * Bone manipulation still override regular render bounds, but now Lua Entity.SetRenderBounds will override that as well
5 Days Ago
merge from water_treatment_plant_maintainables
5 Days Ago
Water pipe dripping effect only happens when there is water in the catcher AND is not pushing water to anything added 2 more spouts to each pipe, lowered rate of water production
5 Days Ago
More anchors on each of the rock_formation_medium_d variants (hills, rock formations and river rock formations), preserving their independent slope scale and offset/extents
5 Days Ago
jukebox - updated prefab - updated model - added temp textures - material updated
5 Days Ago
merge from main (gimme terrain_anchor_tooling)
5 Days Ago
Update(editor): SaveViewer - add a size check when loading a save - also emit what was the last prefab loaded (if there was one) to help track down protobuf/save without save protocol update Tests: used to load a borked save, didn't get stuck in an infinite loop
5 Days Ago
Updated Jukebox mesh