136,559 Commits over 4,324 Days - 1.32cph!

20 Minutes Ago
Fixed bass guitar
30 Minutes Ago
Also fixed the jerry can guitar
35 Minutes Ago
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
1 Hour Ago
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
1 Hour Ago
Updated hold position of tuba, got zeroed out for some reason
1 Hour Ago
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
1 Hour Ago
Remove some sockets from the static verison
1 Hour Ago
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
1 Hour Ago
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
3 Hours Ago
Prevent look rotation is zero errors from vines (in theory, no repro)
3 Hours Ago
Added equivalent inspector support for MeshCull
5 Hours Ago
deep sea signal computer flare launch sound and transmit sound tweaks
5 Hours Ago
Show debug info about current LOD quality level and whether the LOD component is considered small
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
Merge from main
6 Hours Ago
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Today
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Today
Better handle invalid physObj in queued collision events Lets try making lights non networked Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups
Today
add CommandBufferManager.OnPreCommandBuffer hook
Today
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Today
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
Today
fixed crates/barrels respawning in deepsea dwellings
Today
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Today
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Today
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
turret_head_anim_fix -> main
Setup correct content bundles for animations
turret_slow_animation_fix -> main
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
Today
extremely important cannonball ammo icon shadow fix
Today
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
Today
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Today
Fixed LOD distance issues on docks B and C
Today
naming fix
Today
updates on kiosk D blockout
Today
Fixed missing aerial collider.
Today
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Today
Fixed collider issues on signal computer
Today
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Today
merge from main
Today
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Today
merge from LNY26
Today
merge from naval_update
Today
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Today
apartments greybox progress
Today
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Today
Adding burst cloth to horse mask
Today
WIP blockout for rentable shop kiosk variant D