139,957 Commits over 4,505 Days - 1.29cph!
Always log render graph exceptions
Change powerline power output to be based on the percentage of inserted fuses rather than defined by the current power stage
Maximum power (all fuses inserted) controlled by convar powergrid.powerlineMaxPowerOutput
merge from airfield_maintainable_features
apply prefab changes with S2P Airfield
adjust door manipulator to connect to powergrid indicator wires
exported/added 3p NW.NE,SE,SW swim anims to player animation controller blend tree
fixed incorrect transform for world model outline on hide_shirt and hide_skirt
merge from PlayerMaintainedMonuments
Fix pool balls being missing on some clients that come back into range
Flare 3p anim update and event change on vm throw
merge from storepage_aug26 #2
merge from storepage_aug26
Add in missing null check in InspectUids
Updated protobuf codegen executables
Fixed grey backgrounds in builds
added 30 degree tunnel part
made train spawn area go in opposite direction + attached new parts to tunnels
setup proper world models for:
small rechargable battery, smart alarm, RF Receiver, RF Broadcaster, RF Aerial and storage monitor
custom mesh for aerial, collapsed.
Added admin-only `global.perf_disable_gc_notif` ConVar for media which disables the perf text showing emergency GC collections
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
Removing bullet joints from glass ak rig
Add ProfilerMarkers to all built-in RRP passes
all 3 single weapon racks + standing weapon rack now uses their own world model instead of a burlap sack.
merge from game_pack_dlc - updated bar games pack steam icon with final art
pooltable_dismount_kill_fix -> main
updated bar games pack steam icon
Add a ProfilerMarker to every custom RustRenderPass
Merge from parent, including post merge fixes.
Merge from /industrial_generator_audio_fix
Single 50cal viewmodel animations
Fixed audio attenuation curves for the industrial large generators
small spike trap now uses world model instead of burlap sack
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from powergrid/fuse_swap
Merge from powergrid/fuse_deterioration
landmine now uses a proper worldmodel instead of burlap sack
hooked .item up.
added worldmodels for floor spikes trap and tin can alarm
hooked up .worldmodel to .item for each.
now drop instead of using burlap sacks.
Heavy fuse deterioration changes:
- All inserted fuses deteriorate per tick rather than just the oldest
- Fuses below 30% condition deteriorate faster
- If no fuses are below 30%, then the weakest fuse deteriorates faster
Adjustable by convars
merge from sculpture_default_invis_fix
Fixed a floating wire in power plant
Powerplant S2P
renamed folders to remove artist names from name conventions, reorganised to separate randomised rooms into own folder structure
prevernt breaking down stone sculpture