161,391 Commits over 4,597 Days - 1.46cph!

Yesterday
GetVisitingVendor should always return the oldest visiting vendor
Yesterday
Possibly fix NetRead.get_Position NREs
Yesterday
Merge from main
Yesterday
Fix NRE when opening the inventory screen whilst in a conversation
Yesterday
Fix the new phone conversations displaying wrong information when server commands have been used
Yesterday
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Yesterday
Merge from procgen_fix_icelake_placement
Yesterday
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Yesterday
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
Yesterday
Fix salvaged hammer animation events path in editor (wrong slashes)
Yesterday
Fix drop item binds dropping the held item from your belt when in the inventory
Yesterday
merge from main
Yesterday
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Yesterday
UZI viewmodel - Add Picatinny rail to rig & updated - set up rail to show when sights are attached - adjusted attachment positions - rail/mag ViewModelRenderers
Yesterday
Merge from UZI 9mm
Yesterday
Use stock extended properties whilst in a turret, regardless of how the stock set
Yesterday
restrict brush type and size
Yesterday
Cherry-pick directory case fix
Yesterday
Merge from bird_flocks_audio_distance
Yesterday
Use short prefab name for weapon in combatlog
Yesterday
Flock audio distance fix
Yesterday
Merge from main
Yesterday
Adjust various UZI mod points
Yesterday
Merge from RRP
Yesterday
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
Yesterday
main -> character_customisation
Yesterday
merge from remove_snake_sss
Yesterday
Brutalist Rock - Initial prefab setup, placeholder model and materials, loc, manifest, skins
Yesterday
- Removed all handle-to-identifier conversions within RustRenderPasses, as this was only needed for BiRP - Further cleanup of BiRP only code in various areas
Yesterday
Yesterday
More performant light offset maybe.
Yesterday
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
Yesterday
extended triangular prism splash damage bounds to grills and triangle hatches as well - slight adjustment to trianglular hatch bounds
Yesterday
merge from main
Yesterday
fixed scrap king building skin steam item sharing token with the building tier so it read "upgrade to scrap king" on the steam item
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Fixed NRE in PlayerBoat.UpdateWake after rejoining a server - boats destroyed by the disconnect level unload were never removed from the fx queue
Yesterday
Merge from snapping. Applying additional related fixes/changes from yesterday.
Yesterday
Fix prefab syntax error
Yesterday
merge from more_lod_optims
Yesterday
Guard OnAncestorParentChangedClient NRE
Yesterday
Removed LODs from UZI viewmodel
Yesterday
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
Yesterday
Merge from horse
Yesterday
Merge from belt_select
Yesterday
Merge from dpad_quickcraft
Yesterday
Merge from parent
Yesterday
Cleanup
Yesterday
Rework belt select changes to support usable items