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137,467 Commits over 4,474 Days - 1.28cph!

Merge from main
Today
LOD/fake render setup for new stuff
Today
Fix bad merge for vine tree fix
Today
Fusebox indicators & related files. Lighting prefab update.
Today
merge from PlayerMaintainedMonuments
Today
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Today
Merge from main
Today
Enable model
Today
Fixes
Today
Further tightened anchor setup of cliff_hills_large_b
Today
Re-add to prefab
Today
Debug rendering for directions
Today
Rotate impact effect to match satellite travel direction
Today
Merge from PMM
Today
Sat entity fx recovery
Today
Comment purge/cleanup
Today
Tightened anchor setup for cliff_hills_large_c
Today
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Today
Add terrain raycast checks, default off, behind a convar.
Today
Merge from satellite_crash
Today
Fixed a bug in satellite.launch
Today
merge from satellite_crash
Today
Satellite.launch now includes trhe usual debug rendering for target location.
Today
merge from main
Today
merge from demoui2
Today
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
Today
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles Tests: used Rust+ app to control the turret
Today
merge from sculptures
Today
removed old wrong sculpting tooltip
Today
merge from main
Today
Grow buffer when hole counts reach limits Fix editor only issue of depth prepass not running when returning from playmode
Today
merge from main
Today
Merge from satellite_crash
Today
Codegen
Today
Merge from satellite_crash
Today
Merge from PMM
Today
Merge from crash_fix
Today
Reskinned the garage door
Yesterday
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
Yesterday
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
Yesterday
Merge from bag_favourite
Yesterday
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
Yesterday
Merge from occlusion_culling_nre_fix_2
Yesterday
Unsaved
Yesterday
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions
Yesterday
Merge from rustplus_camera_fixes
Yesterday
Don't randomize entity IDs for trees, keep randomizing others Stop messing with player raycast results because the app can deal with it
Yesterday
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
Yesterday
Fix drone's view being obscured by the drone's colliders