140,589 Commits over 4,352 Days - 1.35cph!

Today
Hide World in info tab if theres no world available
Today
fixed crypt foundation step culling before network grid
Today
Use NativeArray to hold terrain heights for texture creation Add debug logs
Today
merge from main
Today
new store icons for some easter limited items
Today
merge from main
Today
merged rust_relay_server -> main (splash screen + dupe send fix)
Today
merge main -> rust_relay_server
Today
removed dupe packet send 🙈
Today
Added a slider in RustEditor window to set the desired auth level
Today
Player ip adresses aren't shown/sent to moderators in the server admin UI
Today
Easter event enabled by default Adjusted timings by 0.75 inline with other events following TOD changes
Today
Top tier ladder hatch HP pass Reduced Craft HQM by 5 Unlocking no longer unlocks metal hatch, but rather top tier
Today
Fixed search bar issues, X button works and pressing escape clears them
Today
merge from new_console-ui
Today
Change lastTabIndex to 2, pressing tab was switching in between console and vehicles by default, now is console and items
Today
Fixed ArgumentNullException when typing in vending machine UI
Today
merge from bootstrap_assetscene_step
Today
Added a new loading step in boostrap for when we start loading the asset scenes
Today
More lights. Scene backup.
Hair updates
merge from PlayerRigUpdate2
Yesterday
Industrial wall lamps & variants.
Yesterday
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2 Days Ago
Fixed more store texts regression from 146395
2 Days Ago
Fixed variant count text width regression in store pages
2 Days Ago
reverted accidental splash screen setting tweak
2 Days Ago
main -> rust_relay_server
2 Days Ago
Console now fills bottom up Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command Fixed command list search bar selection color being transparent Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
2 Days Ago
merge from new_console-ui
2 Days Ago
Reduce error overlay duration to 30s Fixed loc in tools tab More null checks in SpawnVehicle
2 Days Ago
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3 Days Ago
new egg hunt music new egg open/upgrade sounds
3 Days Ago
Alternative with refraction.
3 Days Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
3 Days Ago
Update Mono.Cecil, use .net standard build
3 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
3 Days Ago
merge from new_console-ui
3 Days Ago
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
3 Days Ago
Dont show [] if we cant get the value (server var from the client)
3 Days Ago
Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles
3 Days Ago
New tooltip prefab for f1 UI Some color fixes in command list
3 Days Ago
music for new rustige egg
3 Days Ago
Remove poolable from scientist suit NVGM (matches main)
3 Days Ago
fix manifest after merge squashed
3 Days Ago
move in checks for placement, should be even easier to place on sloped surfaces
3 Days Ago
merge from waterwheel_deployable
3 Days Ago
Added a scrollbar to the command list Some layout tweaks and fixes
3 Days Ago
merge from hamster_water_wheel
3 Days Ago
merge from main