160,190 Commits over 4,566 Days - 1.46cph!

30 Minutes Ago
Fixed RRP particle lighting and shadow flicker Added shadow strength to 3P shader
30 Minutes Ago
merge demo_export_fix to main
1 Hour Ago
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3 Hours Ago
merge from mirrored_stairs
3 Hours Ago
merge from scrap_king_buildingskin_dlc
3 Hours Ago
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3 Hours Ago
Generated scrap king mirrored stairs
4 Hours Ago
- fixed entity errors - removed old linedk mesh in viewmodel prefab - removed throw and other no used states from viewmodel aniimator - renaming - deleted unneeded v_shears prefab (just a model)
4 Hours Ago
Merge: from websocket_merge_write - Update: replace websocket-sharp with Fleck, should reduce websocket bandwith overhead Tests: profiled server sending packets, saw no allocs
4 Hours Ago
Update: update Fleck bins - Release bins from commit 3b1b9e08 Tests: none
4 Hours Ago
Updated all skinnable files with new default camera positions
4 Hours Ago
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4 Hours Ago
Fixed boat building block showing wrong toast when rotating them
4 Hours Ago
Fix attach animations not playing in spectator mode
4 Hours Ago
Clean: delete websocket-sharp.dll & license note from project Tests: editor compiles
4 Hours Ago
Fix crashes related to recent changes, including saves
4 Hours Ago
Update: replace websocket-sharp with fleck in RustRelay Tests: profiled in editor, no allocs during packet sending
4 Hours Ago
Cleanup
4 Hours Ago
merge from main
4 Hours Ago
Broken light casing (stage 1) for lighthouse blocker
4 Hours Ago
Fix building split every time a block is flipped
5 Hours Ago
exported updated 3p jog anims
5 Hours Ago
update from main
5 Hours Ago
update from main
5 Hours Ago
Cleaner way for the client to grab lod ring on its side
5 Hours Ago
5 Hours Ago
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
6 Hours Ago
added icon
6 Hours Ago
blueprint book world model, lods. .worldmodel and .item setup needs tweaking
Today
scrap king; - resolve collision import - ColliderInfo added to overhangs - Grade collider for frames set to metal col
Today
merge from seagull_update -> bird_critters
Today
merge from bird_flocks -> bird_critters (combining both flocks and individual birds on this branch)
Today
Workshop Camera Position - Simplified the previous script, now its only two vector3 fields that control the actual position and rotation of the camera independently from the asset. Zero equals previous default framing. Added a script to capture current camera position, making it easier to set the camera per skinnable
Today
set to highest network range, so you can see them up in the sky far away (culling still mitigates most of the client cost dw)
Today
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
Today
add populations - set to approx 4 of each type (crows, seagulls) in a 3k map - low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
Today
switch flock interest from prefab+component to event+manager (with priority) system
Today
Update: new fleck with client websocket support - release bins from 7093f4c9 Tests: ran auto tests
Today
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys Its using the shelves pickup volume stuff
Today
Scrap king building skin enabled in standalone
Today
merge from livestock_petting
Today
Remove the animal turning towards the player when petted, can get you stuck since they have colliders now
Today
merge from first_join_default_skins_fix
Today
Fixed the rock and torch you spawn with always being the default skin (instead of your selected one) the first time you joined a server in a wipe
Today
Enabled fade to depth on the Ice AK particles
Today
merge from fsm_optim
Minor code cleanup