241,359 Commits over 3,867 Days - 2.60cph!
Update TTT
Entity.IsMarkedForDeletion checks Entity.Remove queue
`background` shorthand color transition
CSS `animation` shorthand, same syntax as web (https://drafts.csswg.org/css-animations/#animation) - any order
Rename internal name for usp
Update loadouts
Fix old hint
Fix hud marker offset for players
Fix up USP stats
Adjust holster / reload times
Change MP5 bob
Hook up "camera" bone offsets
Fix Mouse.Delta not working causing dragging in UI not to work too
Grab Sandbox's eject brass particle
Fix my use of attack_hold
Add CompatibleLobby, don't show incompatible lobbies, cleanup
Prioritize joining active servers before lobbies
Lower the game start timer for now
Use TypeLibrary to support code-defined weapons on top of weapon defs
Start of reading shapes from SVGs
Added PolygonMeshBuilder.Extrude(height, smooth)
Nicer interface, fixed rounding normals
merge from august_art_bugfixes
Fix racks being incorrectly set as lockable
Fix lost pickup/repair setup
Heatmap support, fix potential exception with HTTP timeout.
Increase re-connection timer. Decrease initial connection time.
Leaderboard backup, run #4877
Fixed emoji rendering on clan chat
Some more cleanup
Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
A better-feeling system for preventing boats reaching the world edge
Simple repelling force for boats near world edge
Write IndirectArgs inside a separate compute shader
Fix submeshes not having their indirect args properly offset
Refactor to clean up compute shaders
Clear temp buffer before culling
Final (hopefully) rich text emoji fix
Minicopter code review changes
Copy libsqlite3 into RustDedicated_Data/Plugins/x86_64/ to try to fix dedicated server not using the version of SQLite (but keep the copy under Plugins too)
This is assuming everyone runs RustDedicated with something like the following (from runds.sh):
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:`dirname $0`/RustDedicated_Data/Plugins/x86_64
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Fixed active campfire mesh going missing when parented to a moving Tugboat (see HasDisabledRenderers in BaseEntity.Parenting, this behaviour should only occur on BaseOven entities)
Fixed campfire model having an extra duplicated LOD group
Fixed exception when opening the card game UI for the second time in a session
Fix unnecessary mesh instance data assert
Add empty decal for water surface, surfaces will always fallback to default
Add weapon tag so player doesn't collide with weapon. Clear weapon velocity before throw