159,482 Commits over 4,566 Days - 1.46cph!

Today
Merge from icon_ui_optim
Today
don't render water in preview cameras
Today
merge from boateditmode_priv_fix
Today
Fixed client showing boat privilege for edit mode boats you have no auth on
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
Today
Canvas/UI gamepad optimisations
biofuel_generator_anim_fixes -> main
Security room cleanup
Today
tattoo shader fixes - fix player looking hella dead - fix tattoos cappe at 65% opacity also lowered brush max size again, 0.5-3
Today
added seagull flock mesh, textures and material. created a seagull flock prefab
network_optims -> main
Today
Hook missing cow and sheep eating variants, and sheep happy canter
Today
merge from 3p_idle_throw_grenades_fix
Today
merge from main
Set up custom offset in alien costume
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
Today
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Today
merge from main
Today
Remove support for direct connections to the Rust+ websocket, not used anymore
Today
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
Today
merge from deepsea_unloading
Today
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
Today
codegen fix after merge
Today
Remove unneeded CausedBy function
Today
Renaming and retuning
Today
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
Today
Updating nailgun viewmodel rig with updated mesh
Today
merge from ui_misc_optims
Yesterday
Update supported shaders list
Yesterday
merge from main
Yesterday
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Yesterday
Fixed some store pages referencing assets from other packs, copy pasted leftovers
Yesterday
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims Fixed a few that were out of sync
Yesterday
fix tattoos not showing on first-person legs
Yesterday
Tweaked foundation mortar color
Yesterday
Fix merge conflicts
Yesterday
switch head tattoos to uv0 with shader fix for more consistent resolutions fix ReadOnly attributes
Yesterday
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Yesterday
Scrap king atlas b / foundation tweaks
Yesterday
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Yesterday
Rotation fix for cow and sheep jump down going forward
Yesterday
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Yesterday
client_controls -> pt_boat_rewrite (broken)
Yesterday
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
Yesterday
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
Yesterday
turret_viewmodels -> pt_boat_turret_rewrite
Yesterday
merge from misc_logging_cleanup
Yesterday
Fix another leak on domain reload
Yesterday
merge from main
Yesterday
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor