136,807 Commits over 4,444 Days - 1.28cph!

2 Months Ago
Updated the shadow quality presets to set their parameters on the ConVar properties set method to fix an issue where the preset wasn't been set correctly
2 Months Ago
T2 bench prevent building setup
2 Months Ago
renamed mortar materials to match new naming conventions
2 Months Ago
T1 bench prevent building setup
2 Months Ago
Ignore the full filler, just use the individuals.
2 Months Ago
Updated the dev-only debug shadow ConVars to prevent them from being saved and loaded
2 Months Ago
mortar updates to the guide mesh. Lods no longer display. update to gibs are now the right size and orientation.
2 Months Ago
merge from main
2 Months Ago
Fixing dracual cape vertex being skinned to eye lids
2 Months Ago
update mortar and basic ammo icons and reconnect in item prefab. updated manifest
2 Months Ago
Merge from workbench_upgrades
2 Months Ago
Also cache and apply scale for upgrade visuals . Applied to all workbenches.
2 Months Ago
merge from main auto-resolve VendingMachine.cs and proto
2 Months Ago
Merge from parent
2 Months Ago
Mortar animation polish and clip updates
2 Months Ago
updated crypt building skin icon
2 Months Ago
Merge from main
2 Months Ago
merge main -> rust_relay_server
2 Months Ago
Adding low fences LOD0's Updated playground fences
2 Months Ago
Merge from heightmap_bake_fix
2 Months Ago
Merge from main
2 Months Ago
adjusted surplus upgrde position
2 Months Ago
Revert TerrainHeightMap from bad merge
2 Months Ago
merge from main
2 Months Ago
mannifest
2 Months Ago
update from main
2 Months Ago
Merge from main
2 Months Ago
merge from main, will rebuild mainifest
2 Months Ago
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
2 Months Ago
vendingmachine_ui_refresh -> main
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
Add condiiton and slot support to fake inventory
2 Months Ago
Support skins on collapsed shop view
2 Months Ago
Check skin ID before allowing a purchase
2 Months Ago
Fix a couple of bugs with cost skin id not being detected properly
2 Months Ago
Added independent skin support to cost item (was only supported for selling item before)
2 Months Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
2 Months Ago
Fixed remaining light fixture issues.
2 Months Ago
Added another female/light player seed
2 Months Ago
Merge from main
2 Months Ago
Fix submesh bypass per prefab being inverted
2 Months Ago
Enable submesh batching on shipping container
2 Months Ago
Only enable submesh batching on certain assets instead of every single one
2 Months Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
2 Months Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
2 Months Ago
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
2 Months Ago
Delete unused Combine() overload from MeshRendererData
2 Months Ago
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
2 Months Ago
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes
2 Months Ago
Added female/light player seed Female/light body material updates PlayerModelMouth balance pass