139,102 Commits over 4,474 Days - 1.30cph!

23 Minutes Ago
Merge from satellite_crash
25 Minutes Ago
Fixed a bug in satellite.launch
49 Minutes Ago
merge from satellite_crash
49 Minutes Ago
Satellite.launch now includes trhe usual debug rendering for target location.
1 Hour Ago
merge from main
1 Hour Ago
merge from demoui2
1 Hour Ago
Merge: from fix_app_turretcontrol - Bugfix for frozen turret view in Rust+ app Tests: controlled turret in Rust+ app
1 Hour Ago
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles Tests: used Rust+ app to control the turret
2 Hours Ago
merge from sculptures
3 Hours Ago
removed old wrong sculpting tooltip
3 Hours Ago
merge from main
3 Hours Ago
Grow buffer when hole counts reach limits Fix editor only issue of depth prepass not running when returning from playmode
4 Hours Ago
merge from main
4 Hours Ago
Merge from satellite_crash
4 Hours Ago
Codegen
4 Hours Ago
Merge from satellite_crash
4 Hours Ago
Merge from PMM
4 Hours Ago
Merge from crash_fix
5 Hours Ago
Reskinned the garage door
Today
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
Today
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
Today
Merge from bag_favourite
Today
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
Today
Merge from occlusion_culling_nre_fix_2
Today
Unsaved
Today
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions
Today
Merge from rustplus_camera_fixes
Today
Don't randomize entity IDs for trees, keep randomizing others Stop messing with player raycast results because the app can deal with it
Today
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
Today
Fix drone's view being obscured by the drone's colliders
Today
Pool Cues - Updated textures for A and B
Today
Merge from explosion_fx_script_cleanup
Today
Cleanup some third party fx scripts to get stripped/not run on the server
Today
Merge from main
Today
Merge from water_catcher_tests
Today
Build compile fixes
Today
More stack size shenanigans
Today
Cleanup Lock any crude that's inserted into the tanker
Today
Enable fire button for drones in Rust+
Today
Regenerate test list, tests pass
Today
Fix camera raycasts returning bullshit sometimes
Today
Merge from water_catcher_tests
Today
Merge from main
Today
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
Today
Fix Rust+ cameras missing the ocean
Today
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions Delete CrudeOilProducer and WaterProducer items
Today
Fixed fuel pumps not producing if connected to a full tanker Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
Today
Mirror icon16/eh.png to match the actual flag Update TTT: Updated Russian localization Added some more flag icons * IC, JE, GG Fixed some potential crash issues Unblock 2 mat_filter* convars from Lua * Since they don't actually get saved apparently Fixed most gamemode hooks from C++ still trying to read returned bool * Basically a whole bunch of Lua hooks called from C++ were still trying to read the return value of the hook as a bool and then never use it for anything. Now we simply do not try to read the boolean that we will never use. Affects over 100 unique gamemode hooks. Remove mat_norendering from engine.dll as well
Today
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
Today
Pool Cues - Updated view and world models, added two materials, poolcue_a and poolcue_b, A is used by default. Added textures for A and B. Updated viewmodel and mounted prefabs with new poolcues