254,982 Commits over 3,990 Days - 2.66cph!

3 Minutes Ago
Add warnings for invalid icons in Feed - should be able to track this down now Death messages are in everyone's console Add networkable version of suppressing pickup notices
15 Minutes Ago
Up the pitch of the grenade clang sound, lot better
22 Minutes Ago
Add trail to thrown hand grenade
34 Minutes Ago
merge from main
34 Minutes Ago
Missed some fields
34 Minutes Ago
IsBuildingBlockedByVehicle merge fix
36 Minutes Ago
Merge from app_skip_field
36 Minutes Ago
Fix compile (some fields got stomped because these weren't in sync)
36 Minutes Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
38 Minutes Ago
added wooden_flooring_a https://files.facepunch.com/jason/1b2111b1/firefox_9cyHSIvkGY.jpg https://sbox.game/facepunch/woodenflooringa blends will come shortly
47 Minutes Ago
Merge from fast_debug_draw
47 Minutes Ago
merge from main
49 Minutes Ago
Sync protobuf changes from Rust, fix entities with IDs bigger than 32bit IDs
50 Minutes Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
51 Minutes Ago
Merge from /main
1 Hour Ago
Merge from /main
1 Hour Ago
Beeswarm progress.
1 Hour Ago
Beehive texture size / mat setting optimization.
1 Hour Ago
Merge from /main
1 Hour Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
1 Hour Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
1 Hour Ago
merge from windmill_height_fix
1 Hour Ago
Compile fix
1 Hour Ago
Adding details to zigg bamboo stair piece
1 Hour Ago
Reduce notification history auto refresh rate Updated protos to handle fields with C# default values being skipped by the Rust server
1 Hour Ago
merge from crafting_update -> aux2
1 Hour Ago
Update manifest
1 Hour Ago
merge from windmill_height_fix
1 Hour Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
1 Hour Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
1 Hour Ago
Prefab cleanup, minor optims and stripping client stuff from server
1 Hour Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
1 Hour Ago
merge from cookingv2 -> crafting_update
1 Hour Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
1 Hour Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
1 Hour Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
1 Hour Ago
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
1 Hour Ago
Updated and Imporved Bee Grenade Textures
1 Hour Ago
Replace Time.Now usage with GameManager.TimeSinceStartup Stashed because this doesn't work, it's a GameObjectSystem and you can't sync stuff - Needs more thought whether or not this is a good direction or not
1 Hour Ago
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
2 Hours Ago
Doubled footstep volume as a first step, let's see how that sounds next test
2 Hours Ago
Code cleanup
2 Hours Ago
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2 Hours Ago
Take a pass at pickups, increased collider sizes across the board
2 Hours Ago
We don't care about spectating old corpses once we respawn
2 Hours Ago
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2 Hours Ago
Reduced range for item_respawn snd
2 Hours Ago
Armor-specific hitmarker
2 Hours Ago
Windmills now calculate their relative height once when deployed Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer Fixes windmills placed on cliffs having incorrect height values