146,149 Commits over 4,413 Days - 1.38cph!

Today
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Today
Lazy create the IOCircuitSystem when registering the first io entity Converted computer station, digital clock and command block
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Today
merge from main
Today
change industrial auto turret inventory handling sound
Today
deploy/open/close sounds for industrial storage and furnaces
Today
industrial auto turret sounds
morph cache add dye sets to hair sets
conditional hair setup (pointing to midlength meshes for now)
add to hair sets
Fixed missing skeletonskins
merge from crew_cut_setup (to avoid hair set conflicts)
shadow lods
rough dye set pass
Yesterday
Female conditional meshes
Yesterday
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
Yesterday
Conditional meshes
Yesterday
Updated render meshes on prefab
Yesterday
Ponytail cleanup
Yesterday
Fixed LZMA decompression size calc on 64bit for real this time Probably fixed CGameClient::Reconnect Combine APC vehicle tweaks * Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes * APC can now explode without a driver * Prevent potential crashes at entity limit Fixed m_UseFastClipping being set to a pseudo-random value on game start DxSupport tweaks * Reduce cl_detaildist to 3k from 4k * Delete dxsupport_sp, dxsupport_episodic (unused files) * Load the dxsupport.cfg from bin/ always, not from bin/win64/ for 64bit and bin/ for 32bit * Disable support for dxsupport_override.cfg (unnecessary) Move vtex.ico into src/utils/vtex/ from game/bin/ Fixed DxSupport loader parsing numbers from hex to decimal twice * KeyValues system already magically parses 0xFFFF type strings into a float, so ReadHexValue doesn't need to exist anymore. Remove obsolete convars from dxsupport * mat_parallaxmap, r_decal_cullsize Fixes for 64bit Hammer displacement tools Fix annoying compile warnings about hiding global/member with same name
Yesterday
Initial setup
Yesterday
Ponytail fixes
Yesterday
Ponytail hair update
Yesterday
commit missed texture metas
Yesterday
merge from wiretool_cave_fix
Yesterday
Added some network override volumes in cave_small_hard and cave_large_sewers_hard Fixes not being able to wire stuff from cave to surface S2P both caves
Yesterday
rebased darts_game branch
Yesterday
Added Crewcut hair variant. Added fbx files, set up prefabs, added textures and set up materials.
Yesterday
merge from consoleinputfield_fix
Yesterday
Fixed console input field not being selected automatically when using consoletoggle 0
Yesterday
Fixed pooltable NRE'ing on spawn
Yesterday
Codegen Manifest
Yesterday
Second set of cherrypicks
Yesterday
merge from resourcedispenser_allocs
Yesterday
Delete a bunch of old useless assertions that allocate
Yesterday
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to 151245
Yesterday
Bowless crossbow skin viewer update
Yesterday
merge from main
Yesterday
Allowed mounting with ballistic helmet
Yesterday
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
Yesterday
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
Yesterday
Subtract the custom network group for the apartment building & floors because default 5s update rate is too slow & even if it updates quicker it will cause more lag spikes and be more complicated than simply improving the culling
Yesterday
merge from skin_brightness_variation
Yesterday
merge from skinviewer_viewmodel
Yesterday
Skinviewer salvaged sword tweaks
Yesterday
Restored generic popup background blur
Yesterday
Glass AR - texture and shader updates round 2
Yesterday
Glass AR - texture and shader updates
Yesterday
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
Yesterday
merge from playerrigupdate2