144,074 Commits over 4,413 Days - 1.36cph!

Yesterday
increase max player sprinkle
Yesterday
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
Yesterday
Final volume checks
Yesterday
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Yesterday
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
Yesterday
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
Yesterday
Missed one more DigitalClockAlarm pooling issue
Yesterday
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
Yesterday
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Yesterday
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Yesterday
Garage door industrial animations
Yesterday
merge from game_room_dlc -> darts_game
Yesterday
merge from main
Yesterday
only show 5 leaderboard spots
Yesterday
merge from fix_storage_adapter_invisible -> main
Yesterday
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
Yesterday
Kiosk lighting WIP.
Yesterday
Fixing chicken suit skeleton skin
Yesterday
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
Yesterday
Compile fix
Yesterday
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
Yesterday
Ninja suit skinning fix
Yesterday
Fixed electric furnace gibs not being skinned
Yesterday
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
Yesterday
Merge from main
Yesterday
Merge from workbench_upgrades
Yesterday
merge from main
Yesterday
Make entityComponent.baseEntity work in OnEnable
Yesterday
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
Yesterday
Fix
Yesterday
merge from mortar_prototype
Yesterday
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Yesterday
Another attempt at fixing scaled colliders / impact effects on the mortar
Yesterday
Change radial option from "Open Inventory" to "Upgrade Workbench"
Yesterday
Readd navmesh agent to realmed remove
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
Movember moustache partial fix
Yesterday
Added allocation free encryption
Yesterday
Fixed DigitalClockAlarm pooling issue
Yesterday
Fixed ParameterDisplayName not being populated correctly in test resutls
Yesterday
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Yesterday
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
Yesterday
Test result stacktraces are now populated correctly with captured errors
Yesterday
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Yesterday
Fix new scientists hovering slightly above ghostship floor
Yesterday
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Yesterday
Fixed editor performance after merging child animator system
Yesterday
merge from dont_bake_on_load
Yesterday
merge from custom_item_fixes