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138,696 Commits over 4,505 Days - 1.28cph!

11 Months Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
11 Months Ago
Fix more rotation issues, offset the parent correctly
11 Months Ago
Point guns in the correct direction
11 Months Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
11 Months Ago
floating city4
11 Months Ago
Merge from monument_notification_sounds
11 Months Ago
Merge from main
11 Months Ago
Fix issues with oil rig sound notification prefab
11 Months Ago
fix flexelement issues with screen resizing
11 Months Ago
Add floating city to "Scenes/Monuments/" menu in editor
11 Months Ago
merge from disable_island_parenting -> deep_sea
11 Months Ago
Pushed a debug change by accident
11 Months Ago
Portal spawns within valid bounds Vehicle whitelist cleanup
11 Months Ago
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
11 Months Ago
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
11 Months Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
11 Months Ago
merge from mesh-guide-shader-improvements (several fixes)
11 Months Ago
merge from main
11 Months Ago
remove most junk from elite crates
11 Months Ago
fix construction guide flickering from rendering multiple LODs on top of each oither
11 Months Ago
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
11 Months Ago
Fix nothing rendering for real this time.
11 Months Ago
fix some missing guides, render alpha cutouts
11 Months Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
11 Months Ago
Mannequin Setup
11 Months Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
11 Months Ago
scale lighting by scene ambient luminance, so it's not overly bright at night
11 Months Ago
Remove logs
11 Months Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
11 Months Ago
Change undo/redo painting icons to be distinct from rotation controls
11 Months Ago
Add colourpicker to painting menu
11 Months Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
11 Months Ago
Added model greybox and material for Rust 12th birthday cake
11 Months Ago
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
11 Months Ago
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
11 Months Ago
Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
11 Months Ago
merge from Puzzle_rooms
11 Months Ago
Added new material and texture for livestock
11 Months Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
11 Months Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
11 Months Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
11 Months Ago
merge from main
11 Months Ago
drone camera view can look further down (60->80)
11 Months Ago
Bunch of loading fixes
11 Months Ago
Fixed portal width extending over the terrain margins
11 Months Ago
require drones to be marked hostile for sentry and SAM targetting
11 Months Ago
building plans prop anims edited
11 Months Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
11 Months Ago
merge from supply_drop_fragment_fix
11 Months Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive