136,738 Commits over 4,324 Days - 1.32cph!

Yesterday
Fix scientists not able to go into large oilrig top floor rooms
Yesterday
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Yesterday
Restored horse siege harness
Yesterday
merge from LNY26
Yesterday
Removed horse roadsign armor redirect (was set to itself by accident)
Yesterday
basic non-UVd blockout for rentable kiosk C
Yesterday
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Yesterday
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
Yesterday
merge from artistpack_storepage
Yesterday
Fixed artist pack sprays showing as a skin of the reactive target in the store page
Yesterday
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
Yesterday
merge from sks_skinviewer_fix (restore skin viewer settings)
Yesterday
Restore skin viewer settings
Yesterday
merge from main
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Yesterday
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
Yesterday
Merge from main
Yesterday
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Yesterday
merge from artist_pack_dlc - added square images to steam item for pack
Yesterday
resized artist pack images for steam and added to steam item
Yesterday
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Yesterday
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Yesterday
merge from sks_skinviewer_fix
Yesterday
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Yesterday
merge from naval_update
Yesterday
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Yesterday
Fixed bass guitar
Yesterday
Also fixed the jerry can guitar
Yesterday
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Yesterday
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
Yesterday
Updated hold position of tuba, got zeroed out for some reason
Yesterday
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
Yesterday
Remove some sockets from the static verison
Yesterday
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Yesterday
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
Yesterday
Prevent look rotation is zero errors from vines (in theory, no repro)
Yesterday
Added equivalent inspector support for MeshCull
Yesterday
deep sea signal computer flare launch sound and transmit sound tweaks
Yesterday
Show debug info about current LOD quality level and whether the LOD component is considered small
Yesterday
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Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Yesterday
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Yesterday
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)