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137,434 Commits over 4,474 Days - 1.28cph!

Today
- Add toggle to cast shadows in sandbox lights - Fade out dolly cameras when you get too close to them - Add a "open export folder" button in the export tab. - Automatically switch to dolly view when exporting. - Fix spacebar not pausing/resuming demo when in dolly view.
Today
merge from gamemode_tag_active_fix
Today
merge from editor_hotbar_swap -> main
Today
Cleanup redundant UIBeltSecondRowPreview.cs
Today
FX updates
Today
Fixed blurring fade when closing the menu Before: https://files.facepunch.com/raul/1b2211b1/22_19-53-RigidOropendula.mp4 After: https://files.facepunch.com/raul/1b2211b1/22_20-02-JealousMassasauga.mp4
Today
Fix gamemode server tags being active by default in the UI, causing them to be visible while the state was still loading
Today
Add undo/redo to demo2 ui
Today
Default satellite client positioning changes to off. Default flat land serverside gating on.
Yesterday
Merge from terrain_renderer
Yesterday
changed SculptingToolData from mono to static helper class
Yesterday
rewmoving now-redundant SculptingToolData PrefabAttribute
Yesterday
Merge from terrain_renderer/holes
Yesterday
mark ice sculpture as hidden
Yesterday
cleaned up tooltips and icons a bit in the sculpting gui
Yesterday
Remove some left over logging, and testing holes from foundations
Yesterday
Crash fixes/tweaks/wip
Yesterday
merge from main
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from buried_item_null_checks
Yesterday
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
Yesterday
merge from main
Yesterday
Merge: from codeanalyzer_getwrapperattrib - Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support - Bugfix 4 pool leaks from above attrib Tests: compiler simulator passes
Yesterday
GetExtrapolationTime tweak
Yesterday
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity - added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types Noticed 2 cases where analysis escape didn't trigger like it should've Tests: none, trivial changes
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Yesterday
Change min region size to meters, include oom logs
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Fix for powerplant steam being visible when it shouldn't S2P powerplant
Yesterday
Remove old placeholder explosion/effect, use new one.
Yesterday
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute - tag NetRead.Proto and ProtoDelta with it Tests: editor compile shows 4 pooling errors
Yesterday
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
Yesterday
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
Yesterday
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Yesterday
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Yesterday
Fix tile bounds height being too larged when passed to create heightfield
Yesterday
Adjust calf walk speed to 0.58
Yesterday
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
Yesterday
Fix potential exception
Yesterday
adjust push velocity for short time after sculpture edit
Rin
Yesterday
merge from CollaredShirt0
Yesterday
Merge from main
Yesterday
Fix terrain holes when toggling RRP by switching materials Fix foliagegrid when holeMap is unavailable Add distance check for hole mask sampling Remove redundant interpolator from terrain shader
Yesterday
overlap censor bounds to avoid nasty visible grid
Yesterday
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
Yesterday
Adding second loop for master key
Yesterday
Cleanup unused variables and redundant comments
Rin
Yesterday
Adjusted heavy fuse spawn rate to be more common