141,132 Commits over 4,352 Days - 1.35cph!

Yesterday
Merge from monument_notification_sounds
Yesterday
Clean: simplify ProjectileWeaponMod code - get rid of 0 as default arg - mini bugfix: hook up bypassModToggles in one of Sum overloads - added non-GC mul and sum, but not plugged in yet Tests: compiles
Yesterday
- Run Clean Entity Labels - Deleted and readded OilRigResetNotification from prefab to get rid off serialized data pertaining to entities. S2P both oil rigs - Rebuild manifest and commit associated prefab changes
Yesterday
Adjusted I/O back to where it was previously before downscaling
Yesterday
3p medical syringe anim updates to match new viewmodel anims
Yesterday
Fix Outline Bunny suit WM mesh and prefab
Yesterday
medical syringe wounded animation update + audio event check
Yesterday
Merge from main
Yesterday
merge from new_console-ui
Yesterday
merge from main
Yesterday
Fixed recents items/vehicles acting weird, switched to a list
Yesterday
merge rust_relay_server -> main
Yesterday
merge main -> rust_relay_server
Yesterday
move away from wss (it allocates)
Yesterday
Fixed audio ugc button not resetting on close
Yesterday
Copying a row also copies the label, when relevant
Yesterday
Removed Owner Steam ID from admin panel, show team id instead
Yesterday
Fixed steam DLC price text layout issues
Yesterday
water wheel WB 1
Yesterday
console.erroroverlay 0 closes the error overlay
Yesterday
Pressing enter: - selects the search bar of the open tab - selects the input field in the console
Yesterday
Added a Tests section to BaseEntity and ItemDefinition inspectors, has buttons that will select or run the tests associated to this prefab Can also right click "Select Tests" on any prefabs
Rin
Yesterday
merge from save283 - Staging wipe
Yesterday
Merge from terrain_renderer
Yesterday
Add min radius for terrain culling
Yesterday
merge from main
Yesterday
Improve culling shadow bounds check accuracy and performance
Rin
Yesterday
Network++ Save++ persistance++
Yesterday
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
Yesterday
Added IK targets to microphone stand Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
Yesterday
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
Yesterday
Merge from terrain_renderer
Yesterday
Remove unneeded map sample when culling terrain Remove terrain test scene
Yesterday
Merge from main Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
Yesterday
Merge from main
Yesterday
Clamp uv for min/max height sampling
Yesterday
Fix prefab id
Yesterday
Updated armoured hatch anims to prevent wall clipping
Yesterday
Fix new scientists not playing movement animation in demos after the demo was paused
Yesterday
Update manifest
Yesterday
Create new version of the mortar prefab based on ballista
Yesterday
Possible Client_OnCassetteInserted NRE while spectating fix
Yesterday
merge from main
Yesterday
Rename mortar.entity -> mortar2.entity
Yesterday
Rename MortarEntity.cs -> MortarEntityOld.cs
Yesterday
Fix HasFlags()
Yesterday
Codegen
Yesterday
Fix GetActiveItem() after merge
Yesterday
merge from mortar -> mortar_prototype
Yesterday
merge from main -> mortar_prototype