250,302 Commits over 3,959 Days - 2.63cph!

5 Years Ago
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5 Years Ago
skin approval
5 Years Ago
In-app ToS and privacy policy fixes
5 Years Ago
Delete the beta notice
5 Years Ago
Build
5 Years Ago
Fucking around some more
5 Years Ago
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5 Years Ago
Reduced high frequency noise on wood, concrete, tile and metal footsteps
5 Years Ago
claw,frame,laser targeting build !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept
5 Years Ago
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5 Years Ago
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
5 Years Ago
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5 Years Ago
[D11] Fix for: Plugin 'Assets/Plugins/FLZMA2/flzma2.dll' has the same filename as Assembly Definition File 'Assets/Plugins/FLZMA2/flzma2.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.
5 Years Ago
update styles for Rust+ site
5 Years Ago
Rescaled Stag textures from 4k>2k (oops) Added Stag fuzz mask
5 Years Ago
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)
5 Years Ago
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5 Years Ago
Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time) Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
5 Years Ago
Update comment only
5 Years Ago
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5 Years Ago
Stag Fur setup
5 Years Ago
Bear fur doesn't cast shadows Bear fur material tweaks
5 Years Ago
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
5 Years Ago
Decrease fuel tank module from 500L to 200L
5 Years Ago
merge from main (client only)
5 Years Ago
updated menu backgrounds
5 Years Ago
Call RemoveFromTriggers when the player dies/respawns on the client
5 Years Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
5 Years Ago
Increased the width of mount hot spots on the cockpit modules
5 Years Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
5 Years Ago
Remove a redundant every frame copy in LightLOD.UpdateAll
5 Years Ago
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
5 Years Ago
More melee stuff. Manifest & scene backup.
5 Years Ago
Switch ImpostorRenderer to use a NativeArray instead of a C# one Use Shader.PropertyToID when setting shader properties
5 Years Ago
DebugUtil method now handles rotated wireframe cubes
5 Years Ago
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)
5 Years Ago
Add Model components to various tool entities so that skins are properly assigned to the third person mesh Fixed: salvaged icepick, longsword, rock, stone hatchet, stone pickaxe, explosive satchel, salvaged sword, hatchet, hammer and pickaxe
5 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
5 Years Ago
Don't check NeedsTimeout every cycle of the loop because it's a bit expensive
5 Years Ago
Correct - to +
5 Years Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
5 Years Ago
Merge from main