134,796 Commits over 4,293 Days - 1.31cph!

6 Years Ago
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
6 Years Ago
Remove log
6 Years Ago
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump Added a place on water option to the construction component so the pump is placed on the water level
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
6 Years Ago
Merge from farming2
6 Years Ago
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
6 Years Ago
Fixed power plant puzzle bypass PP S2P Removed redundant prevent movement volumes (PP)
6 Years Ago
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6 Years Ago
Small oilrig S2P Small oilrig hackable crate now behind red keycard
6 Years Ago
[D11] Ambient light. Fixing the compilation error.
6 Years Ago
Large oilrig hackable crate now behind red keycard Removed all keycard spawners from large oilrig
6 Years Ago
[D11] Ambient light. Fixing the compilation error.
6 Years Ago
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6 Years Ago
Fixed NREs on foliage v3
6 Years Ago
Fixed script NREs on scenes without terrain
6 Years Ago
Fixed water treatment plant puzzle bypass Removed redundant prevent movement volumes (WT) WT S2P
6 Years Ago
[D11] - Removing read/write from weapon texture maps
6 Years Ago
Added and tweaked Launch Site SAM positions LS S2P
6 Years Ago
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6 Years Ago
Static Sam site can only now be damaged by projectiles and explosives added SamStatic protection
6 Years Ago
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6 Years Ago
Fixed bypassing trainyard puzzle Removed redundant prevent movement volume trainyard S2P
6 Years Ago
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
6 Years Ago
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs. Forgot to reuse the WaitForSeconds object.
6 Years Ago
Lowered optimal water saturation amount for planter boxes. Moved optimal value to a server convar (optimalPlanterQualitySaturation)
6 Years Ago
Make smart switch and alarm not craftable or researchable
6 Years Ago
Clamp SLOD distances to world grid spawn distance
6 Years Ago
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs
6 Years Ago
Merge from main
6 Years Ago
merge from farming2
6 Years Ago
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Long overdue cleanup of building parts folder - removing unused files
6 Years Ago
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6 Years Ago
pivot alignment fix
6 Years Ago
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[D11] More visibility tweaks
6 Years Ago
[D11] More visibility tweaks
6 Years Ago
Added sprinklerRadius and sprinklerEyeHeightOffset server convars
6 Years Ago
[D11] [UI] Fixed localisation for bandit town.
6 Years Ago
[D11] Added missing ref on flamethrower
6 Years Ago
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6 Years Ago
Codegen
6 Years Ago
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