195,792 Commits over 4,110 Days - 1.98cph!

1 Hour Ago
Populate existing filters with defaults on init
1 Hour Ago
Setup search filtering 'show full', 'show empty' and text search now working Checkbox setup More exposed values in RustButton (toggle enable, disable and changed)
3 Hours Ago
wind turbine sound update
3 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
Floating cities greybox progress Security tower greybox
4 Hours Ago
Abyss Horizontal Container - Fixed slight offset on guide mesh vs the deployed model
4 Hours Ago
Update server category text every few seconds when inside a specific category Setup category button text on each one and link them into the page
4 Hours Ago
Increased overall size of server description Ensured server connector description space is large enough to scroll properly Fixed dodgy background on server connector Remove logs
5 Hours Ago
Merge from main
5 Hours Ago
Fix a bug preventing the rotation arrow from restarting
5 Hours Ago
Makes surprising scientists less inconsistent
6 Hours Ago
Tie the state of the refresh button to the current ogoing search
6 Hours Ago
- If scientists hear footsteps approaching while reloading they'll hide somewhere else - Fix scientist still being allowed to shoot when surprised - Fix scientist being surprised too easily / often
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
Today
Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
Today
Temporarily disable look at proc anim
Today
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
Today
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
Today
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Today
hanging fish baked down salmon, trout and catfish reused pre-existing rope material setup up 3 prefabs with collision no lods yet.
Today
Update: Hook in PacketProfiling for outgoing traffic Only tracks Rust packets. Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
Today
Merge: from main
Today
apply biome fog to cloud layer
Today
Weather profile stuff
Today
Merge from climate_volume_blending_fix
Today
Merge from main
Today
Compass animation update + adding camera movement
Today
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
Today
latest batch of textured props for trawler ship
Today
Fixed owned items video fading issues when hovered
Today
add biome fog ambient saturation mult to weather presets
Today
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
Ensured Demo message types is up to date with our current network list Thanks Daniel!
main -> syncvar_demo_fix
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
Today
updated collision and prefabs of arrowbucket c and small bullet container b
Today
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
Today
Compass skinning update and reasign bones in .viewmodel
Today
small bullet container B variant
Today
updated orientations of matresses added collision for each.
Today
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
Today
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
missed settings
Strip source generator depdencies from build
Today
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
Today
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
Today
Refactored takeovers to be overridable by item grids Takeovers custom inspector
Today
lods for old single mattresses 1/2/3 updated prefabs (need to add collision) updated materials.
Today
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting