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144,443 Commits over 4,444 Days - 1.35cph!

Yesterday
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Yesterday
Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching] Mark all RPC method overloads with it Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Yesterday
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads Tests: editor compiles
Yesterday
Clean: remove acouple obsolete things - Get rid of IStreamReader/Writer - they're not used anywhere - get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>) Tests: editor compiles
Yesterday
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Yesterday
- renamed wordmodel - added static (linked) mesh to worldmodel prefab - removed rail from renderers (hidden) in worldmodel prefab - updated weapon rack to large pegs
Yesterday
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Yesterday
Industrial Storage - closed gaps under barrels and adjusted distance to floor
Yesterday
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Yesterday
More fixes to viewmodel mag & shell visibility
Yesterday
Update Rust.CodeAnalyzer Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments. Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped). This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
Yesterday
Cleanup, remove legacy IO code of already converted entities
Yesterday
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Yesterday
Converted NeonSign to the new IO system
Yesterday
Merge from m16a2
Yesterday
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
Yesterday
merged from tovector3_parse_format_fix
Yesterday
Viewmodel fixes - re-added shell to chamber - adjusted visibility settings of mag1 during alt reload
Yesterday
Deploy animation updates
Yesterday
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Yesterday
merge from additional_hairstyles
Yesterday
Tied back capmask fixes
Yesterday
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Yesterday
Client compile fix.
Yesterday
Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
Yesterday
Hair colour balance pass
Yesterday
merge from industrial_dlc
Yesterday
Use HasGreatlyChanged() for temp and comfort
Yesterday
Removed the legacy electricity IO queue
Yesterday
Charity Plushie setup
Yesterday
Adjusted auburn crewcut material
Yesterday
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
Yesterday
Fixed Vector3 parsing in formats such as "10 10 10" (it's now 1:1 to the old behaviour) https://files.facepunch.com/raul/1b0111b1/vec3_parse_test.png
Yesterday
Update vm attachment prefab to use complete new FBX asset
Yesterday
edited 3p relaxed gun pose on weapons that spawned npc's use. Lr300, M429, military flame thrower, minigun, mp5,sap, spas,
Yesterday
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Yesterday
.meta files
Yesterday
Merge from M16A2
Yesterday
Update manifest
Yesterday
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Yesterday
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Yesterday
plywood painted tile fix
Yesterday
Fixed float, int, long and decimal parsing not using the default argument value when providing a blank or non-numeric input (always returning zero)