160,741 Commits over 4,566 Days - 1.47cph!

11 Minutes Ago
set objects to world layer
13 Minutes Ago
Fixed the draw order for transparent objects drawn via the view model camera
17 Minutes Ago
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
34 Minutes Ago
Gamepad icon for the gamepad section in the settings
46 Minutes Ago
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
1 Hour Ago
Merge from main
1 Hour Ago
Shears deploy animation update
1 Hour Ago
more_lod_optims -> main
1 Hour Ago
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
1 Hour Ago
Merge from main
2 Hours Ago
Fix ice sculpture shader error
3 Hours Ago
Merge from main
3 Hours Ago
merge from bird_critters 🐦‍⬛
3 Hours Ago
merge from save290 - Staging wipe!
3 Hours Ago
Network ++ Save ++ Persistance ++
3 Hours Ago
Fix crowflock error, remove debug cube, manifest
3 Hours Ago
adding lots of props for underground medium train station
3 Hours Ago
merge from main
Today
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Today
Disable storagecontainer.canrequireauthifnolock in softcore
Today
Merge from boat_scientist_fix
Today
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Today
Update the eu_15 test data zip
Today
Fix angled walls sometimes picking the incorrect adjacent half height wall
Today
small wooden table; - gibs added - world model added - item updated - prefab updated
Today
Merge from main - need to add the uzi to the twitch drops render scene
Today
Fixed scientist spawned boats getting left behind once scientsts have been killed
Today
small wooden table; - lods added - prefab updated
Today
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Today
Merge from main
Today
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
Today
small wooden table; - adjusted item name - prefab updated - icon updated - sitem created - ran manifest, localization, skins
Today
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
Today
Merge from prefab_hierarchy_flatten
Today
Merge from livestock_animals
Today
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Today
Fixed shears world model not playing deploy animation (was playing fire instead)
Today
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Today
Possibly fixed double firing shears sfx and missing attack event warnings
Today
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
Today
Merge from main
Today
small games wooden table; - texture polish
Today
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Today
Try to fix a weird infinite loop with 32bit VPC on Linux
Today
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
Today
merge from held_item_fixes
Today
Compile fix
Today
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
Today
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
Today
merge from fix_packet_capture_rustrelay -> main