142,363 Commits over 4,383 Days - 1.35cph!

7 Minutes Ago
merge from main -> fix_dynamic_occlusion_pausing
8 Minutes Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
14 Minutes Ago
simplified encryption again
17 Minutes Ago
Simplify encryption
19 Minutes Ago
Merge from main
21 Minutes Ago
All remaining monument fixes.
29 Minutes Ago
Fixed a bunch of errors when baking and using the LOD baker tool
34 Minutes Ago
merge from playerboat_droppeditem_parent_fix
36 Minutes Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
36 Minutes Ago
main -> vendingmachine_ui_refresh
37 Minutes Ago
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
42 Minutes Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
52 Minutes Ago
Updated encryption strategy
52 Minutes Ago
removed sneaky anim event sfx from 3p sitting anims
53 Minutes Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
55 Minutes Ago
merge from pooltable_and_dartboard_models -> darts_minigame
55 Minutes Ago
init darts minigame branch
1 Hour Ago
Added optional encryption to Rust Relay
1 Hour Ago
Fixed final vending entry pushing itself out the screen
1 Hour Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
2 Hours Ago
merge from deepsea_navmesh_optims
2 Hours Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
2 Hours Ago
Dynamic pricing support (nearly there!)
2 Hours Ago
merge from dragbyangle_rebalance
2 Hours Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
3 Hours Ago
merge from main
3 Hours Ago
merge from deepsea_loot_balance
3 Hours Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
3 Hours Ago
merge from playerboat_player_transfer_fix
3 Hours Ago
replicated previous fix in jobs version of code
3 Hours Ago
merge from playerboat_player_transfer_fix
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
merge from spraycan_barrels_support
3 Hours Ago
fixed shallow wall shelves skinnable redirect to shallow shelves not half
3 Hours Ago
Prefix nav logs correctly in RustNavmeshAgent
3 Hours Ago
Convert all old scientists to use new navmesh agent
3 Hours Ago
Merge from terrain_renderer
3 Hours Ago
Actually assign culling value in cullingtest
4 Hours Ago
industrial shelves half height and wall shallow - skin created and setup - item updated
4 Hours Ago
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
4 Hours Ago
Check default navmesh is built and log error if not in agent queries
4 Hours Ago
Revert last commit
4 Hours Ago
Merge from terrain_renderer
4 Hours Ago
Merge from main
4 Hours Ago
Change culling test to check using map of device ids
4 Hours Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
4 Hours Ago
build skins for industrial salvaged shelves
5 Hours Ago
industrial electric furnace - item updated - skin