136,646 Commits over 4,324 Days - 1.32cph!

Today
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Today
merge from main
Today
Merge from main
Today
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
Yesterday
add CommandBufferManager.OnPreCommandBuffer hook
Yesterday
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)
Yesterday
Flying cannonballs don't smoke like an old diesel engine. Gave them a air streak instead.
Yesterday
fixed crates/barrels respawning in deepsea dwellings
Yesterday
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Yesterday
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Yesterday
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
Yesterday
turret_head_anim_fix -> main
Yesterday
Setup correct content bundles for animations
Yesterday
turret_slow_animation_fix -> main
Yesterday
- Move lerping over from handle aiming to Tick() - Slight cleanup - Move clamping
Yesterday
extremely important cannonball ammo icon shadow fix
Yesterday
TriggerDwellingSpawnGroups triggers Fill instead of Spawn, ensures the max pop is reached for all spawn groups when the deep sea opens
Yesterday
DeepSeaEditorScene fills the tropical island spawn groups on start, so we can debug spawn groups using the island scenes
Yesterday
Added a foliage displacement volume to DeepSeaSignalComputer to prevent foliage clipping
Yesterday
Fixed LOD distance issues on docks B and C
Yesterday
naming fix
Yesterday
updates on kiosk D blockout
Yesterday
Fixed missing aerial collider.
Yesterday
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Yesterday
Fixed collider issues on signal computer
Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
merge from LNY26
Yesterday
merge from naval_update
Yesterday
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Yesterday
apartments greybox progress
Yesterday
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Yesterday
Adding burst cloth to horse mask
Yesterday
WIP blockout for rentable shop kiosk variant D
Yesterday
Updating entity labels (probably does nothing but PaintableReactiveTarget no longer exists)
Yesterday
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
Yesterday
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
Yesterday
Updated video, added shutter frame media
Yesterday
merge from artistpack_storepage
Yesterday
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
Yesterday
updated 3p shield anims exported
Yesterday
merge from main
Yesterday
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Yesterday
Cannon is no longer a IBoatBuildingPiece
Yesterday
- Setup leg animator for the new player rig - FInd and assign new masks
Yesterday
turret_hotfix_networkrange_fix -> main
Yesterday
turret_rear_turret_aiming_fix -> main