140,495 Commits over 4,352 Days - 1.35cph!

4 Minutes Ago
Removed WireTool::SharesRootParent client side check, so servers can mod it (only called on the server now)
6 Minutes Ago
merge from new_console-ui
7 Minutes Ago
Deselect the command list input field when closing Make sure the command list escape capture is disabled when not visible
28 Minutes Ago
Fixed TMP color overriding issue when selecting multiple texts with different colors
29 Minutes Ago
Merge from main
29 Minutes Ago
Added a mute button to the admin UI player panel Also added current player's position
28 Minutes Ago
Hide World in info tab if theres no world available
36 Minutes Ago
fixed crypt foundation step culling before network grid
47 Minutes Ago
Use NativeArray to hold terrain heights for texture creation Add debug logs
59 Minutes Ago
merge from main
1 Hour Ago
new store icons for some easter limited items
1 Hour Ago
merge from main
1 Hour Ago
merged rust_relay_server -> main (splash screen + dupe send fix)
1 Hour Ago
merge main -> rust_relay_server
1 Hour Ago
removed dupe packet send 🙈
1 Hour Ago
Added a slider in RustEditor window to set the desired auth level
1 Hour Ago
Player ip adresses aren't shown/sent to moderators in the server admin UI
2 Hours Ago
Easter event enabled by default Adjusted timings by 0.75 inline with other events following TOD changes
2 Hours Ago
Top tier ladder hatch HP pass Reduced Craft HQM by 5 Unlocking no longer unlocks metal hatch, but rather top tier
2 Hours Ago
Fixed search bar issues, X button works and pressing escape clears them
3 Hours Ago
merge from new_console-ui
3 Hours Ago
Change lastTabIndex to 2, pressing tab was switching in between console and vehicles by default, now is console and items
3 Hours Ago
Fixed ArgumentNullException when typing in vending machine UI
3 Hours Ago
merge from bootstrap_assetscene_step
3 Hours Ago
Added a new loading step in boostrap for when we start loading the asset scenes
Today
More lights. Scene backup.
Hair updates
merge from PlayerRigUpdate2
Today
Industrial wall lamps & variants.
Today
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Yesterday
Fixed more store texts regression from 146395
Yesterday
Fixed variant count text width regression in store pages
Yesterday
reverted accidental splash screen setting tweak
Yesterday
main -> rust_relay_server
Yesterday
Console now fills bottom up Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command Fixed command list search bar selection color being transparent Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
Yesterday
merge from new_console-ui
Yesterday
Reduce error overlay duration to 30s Fixed loc in tools tab More null checks in SpawnVehicle
Yesterday
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2 Days Ago
new egg hunt music new egg open/upgrade sounds
2 Days Ago
Alternative with refraction.
2 Days Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
2 Days Ago
Update Mono.Cecil, use .net standard build
2 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
2 Days Ago
merge from new_console-ui
2 Days Ago
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
2 Days Ago
Dont show [] if we cant get the value (server var from the client)
3 Days Ago
Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles
3 Days Ago
New tooltip prefab for f1 UI Some color fixes in command list
3 Days Ago
music for new rustige egg
3 Days Ago
Remove poolable from scientist suit NVGM (matches main)