214,017 Commits over 3,562 Days - 2.50cph!

6 Minutes Ago
Remove last of the rust assets
18 Minutes Ago
delete Program
26 Minutes Ago
Merge main -> CorpseRagdollParentingFix
27 Minutes Ago
merge from CorpseRagdollParentingFix/LessSinkableBoats
42 Minutes Ago
-program +startingscene
46 Minutes Ago
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52 Minutes Ago
set StartupScene Merge branch 'main' into ballpoker
56 Minutes Ago
Delete previous ActiveScene when switching scenes
58 Minutes Ago
Improvements
1 Hour Ago
Added missing content + set up scene with map
1 Hour Ago
Fix menu compile error
1 Hour Ago
Fix Asset.LoadResource refusing to return the value even though it was correct Add ProjectConfig.StartupScene, update project settings Ignore Widget Visible changes if is invalid Protect against Camera.Main being null (should never happen) Save StartupScene in meta instead Clean out GameMenuInstance, delete default game menu, load startup scene
1 Hour Ago
Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
1 Hour Ago
set StartupScene
1 Hour Ago
merge from BuoyancyPerf
1 Hour Ago
merge from RagdollInfoConvar
1 Hour Ago
merge from team_marker_reconnect_fix
1 Hour Ago
leaderboard
1 Hour Ago
merge from main
1 Hour Ago
re-textured forklift
2 Hours Ago
Update .gitignore
3 Hours Ago
Only do the early EnsurePointsInitialized call if loading from save
3 Hours Ago
ballpoker
4 Hours Ago
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
5 Hours Ago
Leaderboard backup, run #7972
5 Hours Ago
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
5 Hours Ago
Save time reparenting Buoyancy points - just use InverseTransformPoint
Today
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
Today
Eliminate BuoyancyFixedUpdate calls if there's nobody around
Today
Very minor edit
Today
Fix player markers staying visible after disabling togglespectateteaminfo
Today
Added corpseinfo convar to get info on the amount and status of player corpses
Today
ActionGraph editor
Today
Expose IComponentLister Manually hide some node inputs / properties from the property panel
Today
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Today
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Today
Update Facepunch.ActionGraph Add editor/ActionGraph Mark methods in Rotation and Vector3 as pure Add IComponentLister to make accessing components easier Allow editing all inputs / properties on a node for now
Today
Actions example Example nested graph
Today
Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
Merge from main
Use EditorTypeLibrary for ComponentTemplate type search
BaseComponent reference -> Component
Today
Merge latest izabu fix
Today
Integrated "vertical fade" into wind params as "height bend fade" and blended with exponent via weight (1=override) + tweaks
Today
Add more options for editing particle control points
spraycans asset model, texture, material and vmt setup
Fixed player controls
Fix camera controls
Re-added a bunch of missing components on jumper scene, added an editor folder (what)
Today
merge from team_marker_reconnect_fix + rust10_drop_fix + BuoyancyHotfix