145,325 Commits over 4,413 Days - 1.37cph!

21 Minutes Ago
32 Minutes Ago
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
34 Minutes Ago
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
42 Minutes Ago
Tshirt proper import settings to fix seam on wrists
48 Minutes Ago
Polished the transitions
48 Minutes Ago
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
57 Minutes Ago
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
58 Minutes Ago
Adjusted the pickup volumes for bamboo and industrial single shelf. This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
58 Minutes Ago
wire deploy update
59 Minutes Ago
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1 Hour Ago
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
1 Hour Ago
cobweb fixes
1 Hour Ago
fixed apartment_b_concrete_mixed_slab
1 Hour Ago
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
1 Hour Ago
merge from industrial_dlc
1 Hour Ago
merge from main
1 Hour Ago
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
1 Hour Ago
torch animation updates
1 Hour Ago
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
2 Hours Ago
update from main
2 Hours Ago
Fix miner's hat not showing up in the workshop editor
2 Hours Ago
merge from PlayerRigUpdate2
2 Hours Ago
apartment corridor update
2 Hours Ago
main -> game_room_dlc
2 Hours Ago
edited crossbow bowless viewmodel prefab iron sight postion
2 Hours Ago
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2 Hours Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
2 Hours Ago
merge from mortar_fixes
2 Hours Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
2 Hours Ago
Merge from batch_renderer_group
3 Hours Ago
Only initialise BatchRendererGroup if using a render pipeline
3 Hours Ago
merge from auto_turret_cover_fix including scene2prefabs
3 Hours Ago
scene2prefab with auto turret fixes
3 Hours Ago
Merge from Main/bowless_crossbow
3 Hours Ago
merge from mfm (merge from main)
3 Hours Ago
Industrial Storage - added missing physics material to horizontal variant
3 Hours Ago
Merge from main Manually resolve merge hell in SprayCan.cs
3 Hours Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
4 Hours Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
4 Hours Ago
Full screen skinviewer layout/transition changes
4 Hours Ago
Collision for large apartment
4 Hours Ago
Adding new world model rig for m16
4 Hours Ago
Merge from industrial_dlc
4 Hours Ago
Reorder industrial shelf colours to match shipping container
4 Hours Ago
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4 Hours Ago
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
4 Hours Ago
Fix rare NRE from missing player models when creating sweep handles
4 Hours Ago
update from main
4 Hours Ago
merge from PlayerRigUpdate2
4 Hours Ago
Fix burst cloth when spawning in near sleeping players