136,006 Commits over 4,293 Days - 1.32cph!

Yesterday
Prevent ambient multipliers being applied twice
Yesterday
Fix photoframes not censoring properly
Yesterday
Empty scene and monument folder
Yesterday
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Yesterday
Skin pass for minigun back pack
Yesterday
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Yesterday
Easel extends preventbuilding collider when painting is socketed, to prevent double placements
Yesterday
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Yesterday
Only reset the render queue in RustStandardShaderGUI when the blend mode is set, as if you wanted a custom render queue value, it would reset each time any shader property was changed
Yesterday
Paintball decal color tweaks.
Yesterday
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Yesterday
updated boat building collision mesh: - separated umbrella from main station - umbrella has a separate OPEN and CLOSED collision mesh
Yesterday
cowbell setup updates
Yesterday
updates to drumkit.deployed for player & stick positioning
Yesterday
Update: ServerProfiler.Core - replaced my own MPSC queue with a third-party MPMC queue - debug windows binary from 268ce0c3 Needed to add memory pooling, my own version couldn't handle non-integral types Tests: unit tests
Yesterday
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Yesterday
Paintable reactive target head uses a new capsule collider instead of a box, for better orientation of FX. Also uses Metal instead of MetalBell physics material. Fixes impacts.
Yesterday
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Yesterday
Log boat building events and requests. Gated behind BoatBuildingStation.LogBoatBuildingEvents convar.
Yesterday
reject player boat push from ladder
Yesterday
Fixes for getting the predicted post reload ammo count and paintball gun viewmodel
Yesterday
Merge from naval_update
Yesterday
Merge from boat_optim_test/wip
Yesterday
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Yesterday
merge from better_steeringwheel_clipping - compile fix
Yesterday
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Yesterday
merge from better_steeringwheel_clipping
Yesterday
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Yesterday
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Yesterday
More monument blocker blockouts
Yesterday
merge from main
Yesterday
merge from deepsea_heightmap_clearing_fix
Yesterday
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
Yesterday
Updating knight armour skinning and burst cloth setup
Yesterday
Merge from main, very spicy merge Vert.metal.female.prefab directory conflict - deleted on this branch but modified on main, kept the delete Merged 388 prefabs Manual conflicts, kept version on this branch: sunglasses_blocky.prefab FemaleUnderwear_twitch_legs.prefab FemaleUnderwear_twitch_torso.prefab MaleUnderwear_twitch_legs.prefab Egg.suit.prefab swimwear_01_legs.prefab swimwear_01_tors.prefab swimwear_02_legs.prefab swimwear_02_torso.prefab swimwear_02_torso.prefab swimwear_06_legs.prefab frankensteins_moster_01_legs.prefab frankestenis_monster_01_torso.prefab frankensteins_monster_02_head.prefab frankensteins_monster_02_legs.prefab frankensteins_monster_02_torso.prefab FemaleUnderwear_mummywraps_bottom.prefab FemaleUnderwear_mummywraps_fullbody_bottom.prefab FemaleUnderwear_mummywraps_fullbody_top.prefab MaleUnderwear_mummywraps_bottom.prefab cake.entity.prefab MaleUnderwear_coconut_Legs.prefab MaleUnderwear_coconut_top.prefab Underwear_female_coconut_bottoms.prefab Underwear_female_grassskirt_bottoms.prefab Underwear_female_grassskirt_top.prefab
Yesterday
Compile fix
Yesterday
Merge from parent
Yesterday
Merge from naval_update
Yesterday
merge from main
Yesterday
merge from main
Yesterday
main from main
2 Days Ago
Merge from artist_pack_dlc
2 Days Ago
Merge from main
2 Days Ago
Remove some unnecessary allocations from methods in BaseProjectile
2 Days Ago
- Paintball gun viewmodel improvements - Add method in BaseProjectile for the client getting the predicted ammo count at the end of the next reload, can be used to update visual stuff without having to wait for the actual ammo count to update, ala paintball gun - Remove useless code from HeldEntityHolsterEditor that was throwing null exceptions
3 Days Ago
Parachute can now be added to the hotbar, we have the technology
3 Days Ago
3 Days Ago
Merge from naval_update
4 Days Ago
catching up with naval_update