143,919 Commits over 4,413 Days - 1.36cph!

Just Now
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
7 Minutes Ago
Missed one more DigitalClockAlarm pooling issue
14 Minutes Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
25 Minutes Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
44 Minutes Ago
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
35 Minutes Ago
Garage door industrial animations
41 Minutes Ago
merge from game_room_dlc -> darts_game
42 Minutes Ago
merge from main
43 Minutes Ago
only show 5 leaderboard spots
46 Minutes Ago
merge from fix_storage_adapter_invisible -> main
46 Minutes Ago
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
1 Hour Ago
Kiosk lighting WIP.
1 Hour Ago
Fixing chicken suit skeleton skin
1 Hour Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
1 Hour Ago
Compile fix
1 Hour Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
1 Hour Ago
Ninja suit skinning fix
1 Hour Ago
Fixed electric furnace gibs not being skinned
1 Hour Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
1 Hour Ago
Merge from main
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
merge from main
1 Hour Ago
Make entityComponent.baseEntity work in OnEnable
1 Hour Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
1 Hour Ago
Fix
1 Hour Ago
merge from mortar_prototype
1 Hour Ago
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1 Hour Ago
Another attempt at fixing scaled colliders / impact effects on the mortar
1 Hour Ago
Change radial option from "Open Inventory" to "Upgrade Workbench"
2 Hours Ago
Readd navmesh agent to realmed remove
2 Hours Ago
merge rust_relay_server -> main
2 Hours Ago
merge main -> rust_relay_server
2 Hours Ago
Movember moustache partial fix
3 Hours Ago
Added allocation free encryption
3 Hours Ago
Fixed DigitalClockAlarm pooling issue
3 Hours Ago
Fixed ParameterDisplayName not being populated correctly in test resutls
3 Hours Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
3 Hours Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
3 Hours Ago
Test result stacktraces are now populated correctly with captured errors
4 Hours Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
4 Hours Ago
Fix new scientists hovering slightly above ghostship floor
4 Hours Ago
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4 Hours Ago
Fixed editor performance after merging child animator system
4 Hours Ago
merge from dont_bake_on_load
4 Hours Ago
merge from custom_item_fixes
4 Hours Ago
Fix items not stacking together after they've been part of a copypaste
5 Hours Ago
merge from main
5 Hours Ago
Santa beard partial fix
5 Hours Ago
merge from mortar_prototype
5 Hours Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p