143,924 Commits over 4,413 Days - 1.36cph!

Just Now
increase max player sprinkle
Just Now
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
Just Now
Final volume checks
14 Minutes Ago
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15 Minutes Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
19 Minutes Ago
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
24 Minutes Ago
Missed one more DigitalClockAlarm pooling issue
31 Minutes Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
42 Minutes Ago
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.
1 Hour Ago
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.
52 Minutes Ago
Garage door industrial animations
57 Minutes Ago
merge from game_room_dlc -> darts_game
59 Minutes Ago
merge from main
59 Minutes Ago
only show 5 leaderboard spots
1 Hour Ago
merge from fix_storage_adapter_invisible -> main
1 Hour Ago
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
1 Hour Ago
Kiosk lighting WIP.
1 Hour Ago
Fixing chicken suit skeleton skin
1 Hour Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
1 Hour Ago
Compile fix
1 Hour Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
1 Hour Ago
Ninja suit skinning fix
1 Hour Ago
Fixed electric furnace gibs not being skinned
1 Hour Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
1 Hour Ago
Merge from main
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
merge from main
2 Hours Ago
Make entityComponent.baseEntity work in OnEnable
2 Hours Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
2 Hours Ago
Fix
2 Hours Ago
merge from mortar_prototype
2 Hours Ago
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2 Hours Ago
Another attempt at fixing scaled colliders / impact effects on the mortar
2 Hours Ago
Change radial option from "Open Inventory" to "Upgrade Workbench"
2 Hours Ago
Readd navmesh agent to realmed remove
2 Hours Ago
merge rust_relay_server -> main
2 Hours Ago
merge main -> rust_relay_server
2 Hours Ago
Movember moustache partial fix
3 Hours Ago
Added allocation free encryption
3 Hours Ago
Fixed DigitalClockAlarm pooling issue
3 Hours Ago
Fixed ParameterDisplayName not being populated correctly in test resutls
4 Hours Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
4 Hours Ago
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
4 Hours Ago
Test result stacktraces are now populated correctly with captured errors
4 Hours Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
4 Hours Ago
Fix new scientists hovering slightly above ghostship floor
4 Hours Ago
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5 Hours Ago
Fixed editor performance after merging child animator system
5 Hours Ago
merge from dont_bake_on_load
5 Hours Ago
merge from custom_item_fixes