239,662 Commits over 3,837 Days - 2.60cph!

4 Years Ago
Fixed unmountable bandit town sofas
4 Years Ago
adding "changeTargetPlayerOnDeath":false to bullets fix player jitter on death fade reduces threat level to zero
4 Years Ago
Ignore not_found and message_not_sent error codes Merge branch 'release' Ignore rate_limit and banned errors too
4 Years Ago
Disable automatic OTA updates (only takes effect for the next store build)
4 Years Ago
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4 Years Ago
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4 Years Ago
Fix the helicopter blade animation so it's not low framerate anymore
4 Years Ago
Fix some redundant renders on the map
4 Years Ago
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4 Years Ago
Refactor away a flatMap call (fixes map crash on older phones with grid labels enabled)
4 Years Ago
fixing seat module LOD side panel clipping thru the frame
4 Years Ago
source anims
4 Years Ago
app.info fixes: was giving an NRE because the companion server was not running
4 Years Ago
4 Years Ago
Fixed visual hitch on respawning player
4 Years Ago
Truncate server hostname for pairing notification
4 Years Ago
Wolf Fur setup Wolf Material tweaks
4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
▄▅▉▉▋▅▅ ▄█▋▉▍▊ ▋▅▊▋ ▄▇▊▍▊▉▅▉▆ ▋▇▇▊ ▍██▍█▆ ▆▊▄▅█▊ ▊▊▋█▉▌▋ ! ██▉▅▌ ▇█▊▇▄▉█▌▋▋▋ ▄█ ▊▇▌█▄▄ ▅▆▆▍▍█▅▋▌▊
4 Years Ago
Added missing Stalker NPC sound scripts Footstep sound changes Better Rubber footstep (doesn't cutoff while sprinting with loud clicks), chainlink footsteps are a bit queter now. Funfact - soundscript volume doesn't do anything for step sounds Stanley Parable soundscripts inclusion We don't ship those files, but load them if they are mounted by the player. The soundscapes file is not a mistake. Serverbrowser improvements/fixes Don't bother allowing players to join full servers, they just gonna get kicked. Subtract bots from maxplayers too Fixed a rare JS error
4 Years Ago
▄▉▅▅▌ "▇▇▄▅▄▄▇▆▋ ▋▇▌_▌▆▌▊▅▅█▇▍▄ ▅▋▄▆▍▊" ▍▋▆▉▇▋▍▌▄█ ▇▊ ▊▌▌▉▅▆▊▊█▍▌
4 Years Ago
Fixed double "expected" in VMatrix.__mul type error
4 Years Ago
Increase MAXSTUDIOFLEXVERTS to 65536
4 Years Ago
Added ConditionalModelFallback (model to use when no other conditional models can be used)
4 Years Ago
Cherrypicking a texture change for main
4 Years Ago
Fixed a gap on sheet metal doorway frame padded the metal door vertically a notch as well to fit better across all tiers.
4 Years Ago
Fixed transition to single screen on player death
4 Years Ago
storm targeting fix popping sound in invasion drums highpass invasion targeting more targeting pattern targeting more recall powerup work hunter dragging vine can connect both players Much much better split-screen camera positioning Fixed how view scale changes when transitioning to split-screen Merge remote-tracking branch 'origin/master' into split-screen
4 Years Ago
tweaks to corrugated_b albedo to match building parts atlases
4 Years Ago
bandit helipad progress backup, more developed hut
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
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4 Years Ago
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
4 Years Ago
more recall powerup work hunter dragging vine can connect both players
4 Years Ago
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively: -piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed. -piano.deployed.static: As above. -Compound: Changed collider layers on the piano as above. -ball.entity: Duplicated collider into detail and world versions. -RHIB: Duplicated collider into detail and world versions. -Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM. -minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set. -ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer. -sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes. -sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh. -foundation.steps: Changed vehicle layer to Vehicle World layer on all step types. -CodelockedHackableCrate: Duplicated collider into detail and world versions. -HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version. -ChippyArcadeMachine: Added simple box collider for world collision. -ch47.entity: Added simplified mesh collider set for world collision. -ch47scientists.entity: As above. -BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions. -PatrolHelicopter: Duplicated collider into detail and world versions.
4 Years Ago
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
4 Years Ago
▅▉▆▉▆▉ ▊▉▄▋▉▄, ▉▍▌▋▋▆▌▆ █▍▇█▋▄▇▉ ▄▇▍ █▌▉▌██▋▋▇ ▌▇▋█▊▋▄▉▌ ▍▆ ▄▇▄▉▅▆▋▌ ▅▅▄█▋. ▋▄▆▄▄ █▆▍ ███▄▅▌ ▋▍▍▋▋ ▅▄ ▍▅▋ ▍▊▆▋▍▊ ▆▋ ▍▄▊ ▊█▍▉█▊▆▉ ▌▉█▍█▍.
4 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
4 Years Ago
Adjust chassis world colliders to include fuel tank
4 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
4 Years Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
4 Years Ago
Bespoke Slash/blunt vfx progress
4 Years Ago
Layer edits
4 Years Ago
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
4 Years Ago
Ignore not_found and message_not_sent error codes
4 Years Ago
Remove linq in TriggerHurtNotChild
4 Years Ago
storm targeting fix popping sound in invasion drums highpass invasion targeting more targeting pattern targeting