157,902 Commits over 4,566 Days - 1.44cph!

Yesterday
Crab texture size optimisations
Yesterday
Added legacy shadow keywords sets for point and spot lights for shaders that don't explicitly set the depth bias in their shadow caster pass
Yesterday
Frog texture optimisations
Yesterday
Jellyfish texture optimisations
Yesterday
merge from storepage_plaguedoctor
Yesterday
Plague doctor store video
Yesterday
Fixed featured tab showing the same item twice: grids stopped recording spawned items after the loading changes
Yesterday
Squirrel texture optimisations
Yesterday
Added a convar killswitch for the general store loading images from http
Yesterday
merge from plague doctor - store icon, square steam images, fixed ingame icon
Yesterday
Rabbit texture optimisations and material update
Yesterday
Editor: fixed store item grid preview button not working in edit mode
Yesterday
Plague doctor hazmat store page
Yesterday
Plague hazmat icon uses legacy bind pose to match other hazmats
Yesterday
legacy bind pose setting works in renderer window, not just the prefab value.
Yesterday
Reimported Nailgun World Model to have seperated magazine
Yesterday
Seaturtle texture optimisations
2 Days Ago
Merge from main
2 Days Ago
merge from plague doctor - store icon
2 Days Ago
Merge from main
2 Days Ago
Wire and decal pass on small room J, server room (still WIP)
2 Days Ago
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
2 Days Ago
Restore foliage SHDO in RRP
2 Days Ago
Foliage and namespace fix
Rin
2 Days Ago
merge from skinnable_ladder_hatch
2 Days Ago
merge from fix_browser_invalid_operation -> main
Rin
2 Days Ago
Sandbag barrcaide stack 10 > 20 Sandbag barrcaides found in loot will be a stack of 4
2 Days Ago
Remove start of cached query storing all addresses in a hashset and comparing them to the list of banned servers - the code became redundant at some point
2 Days Ago
Merge from livestock_animals
2 Days Ago
Show genetics on cow panel as well
2 Days Ago
Don't show the lead option if an animal isn't tamed
2 Days Ago
Add a tame flag to livestock Don't show milk option if animal is not tamed
2 Days Ago
Merge from livestock_animals
2 Days Ago
Merge from vendor_changes
2 Days Ago
Doubled ammo amounts Added ladder hatch, rifle bodies and smg bodies
2 Days Ago
Viewmodel - nails in the mag deplete per shot + follower rises MagazineStateViewmodel - Added optional RoundVisuals, Follower, FollowerRestPosition and FollowerStepPerRound ShowBullet on anim event now shows a full mag during reload
2 Days Ago
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9) Reduced packing radius from 3m -> 2.5m
2 Days Ago
Fix InvalidOperationException() when multiple browser refreshes happen at the same time and the list is cleared while another query is filling it
2 Days Ago
Added TriggerPlayerPushback on livestock animals so you cannot stand on them Its a new client side only trigger that gently slides the player off
2 Days Ago
Expand the `spawnvendor` command to cover every single vendor in the game - can spawn vending machines and vendors from all monuments - can choose the respective stock from each type of vendor
2 Days Ago
Rework vendor sale logic Now takes the normalised value we used to use and uses that as a currency to spend Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags) We then have 0.25 left to spend on another listing Falls back to a flat scrap listing to fill out the offer Reworked item lists - added pistol ammo, rifle ammo, top tier doors Added rare red keycard to livestock sale list Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
2 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
2 Days Ago
Ghostship exterior rear spotlight lighting is off during daytime.
2 Days Ago
Fix Crystal AR view model being cut off
2 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
2 Days Ago
fixed milk icons looking aliased - defringed the white matte
2 Days Ago
Merge from main
2 Days Ago
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time Would save 150mb of memory if we can pull it off
2 Days Ago
Elevator lighting and flare glitch fix.
2 Days Ago
Fixed fluid switch visual feedback being broken at low object detail level.