143,935 Commits over 4,413 Days - 1.36cph!

21 Minutes Ago
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
46 Minutes Ago
Fixed lunar wall dividers all named Wall Divider Pack Added a new key for the pack
48 Minutes Ago
Fixed barrels and shelves showing the new hidden base redirect item in store pages
52 Minutes Ago
Manually bumped up the renderer bounds of feet, hands, and torso. Fixes parts disappearing in niche situations.
53 Minutes Ago
Fixed the mess with ice throne showing as Ice King Pack
57 Minutes Ago
merge from storepage_abyss_fix
57 Minutes Ago
merge from storepage_frontier_fix
1 Hour Ago
Fixed hazmats named Abyss Pack in the abyss pack store page Added a proper token for Abyss Pack
1 Hour Ago
Various kiosk fixes
1 Hour Ago
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1 Hour Ago
Kiosk lighting
1 Hour Ago
increase max player sprinkle
1 Hour Ago
Added missing railroad planter box to the frontier DLC store page Also fixed triangle planter redirect
1 Hour Ago
Final volume checks
1 Hour Ago
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1 Hour Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
1 Hour Ago
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
1 Hour Ago
Missed one more DigitalClockAlarm pooling issue
1 Hour Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
2 Hours Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
2 Hours Ago
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
2 Hours Ago
Garage door industrial animations
2 Hours Ago
merge from game_room_dlc -> darts_game
2 Hours Ago
merge from main
2 Hours Ago
only show 5 leaderboard spots
2 Hours Ago
merge from fix_storage_adapter_invisible -> main
2 Hours Ago
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
3 Hours Ago
Kiosk lighting WIP.
3 Hours Ago
Fixing chicken suit skeleton skin
3 Hours Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
3 Hours Ago
Compile fix
3 Hours Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
3 Hours Ago
Ninja suit skinning fix
3 Hours Ago
Fixed electric furnace gibs not being skinned
3 Hours Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
3 Hours Ago
Merge from main
3 Hours Ago
Merge from workbench_upgrades
3 Hours Ago
merge from main
3 Hours Ago
Make entityComponent.baseEntity work in OnEnable
4 Hours Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
4 Hours Ago
Fix
4 Hours Ago
merge from mortar_prototype
4 Hours Ago
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4 Hours Ago
Another attempt at fixing scaled colliders / impact effects on the mortar
4 Hours Ago
Change radial option from "Open Inventory" to "Upgrade Workbench"
4 Hours Ago
Readd navmesh agent to realmed remove
4 Hours Ago
merge rust_relay_server -> main
4 Hours Ago
merge main -> rust_relay_server
4 Hours Ago
Movember moustache partial fix
4 Hours Ago
Added allocation free encryption