142,801 Commits over 4,383 Days - 1.36cph!

2 Days Ago
merge main -> rust_relay_server
2 Days Ago
Fix existing sell order on modify clicked NRE
2 Days Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
2 Days Ago
Updating heavy plate armour skinning
2 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
2 Days Ago
pooltable_and_dartboard_models -> game_room_dlc
2 Days Ago
main -> game_room_dlc
2 Days Ago
Updating knight armour helmet skinning
2 Days Ago
move missing file
2 Days Ago
Merge from main
2 Days Ago
merge from tincanalarm_v2
2 Days Ago
Cant open tin can alarm when building blocked
2 Days Ago
Removed unknown region log spam in editor
2 Days Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Days Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Days Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
merge from automated_testing
2 Days Ago
Merge from industrial_crafter
2 Days Ago
Craft speed multiplier fix. Pool fix
2 Days Ago
Cleanup
2 Days Ago
add engineer reinforced upgrades
2 Days Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
2 Days Ago
Optimised test runner window OnGUI stack Editor test runs are faster
2 Days Ago
adding an industrial crafter test setup save
2 Days Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
2 Days Ago
2 Days Ago
custom editor for attachments to help joint config
2 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
2 Days Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
2 Days Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
2 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
2 Days Ago
updted upgrade placements for engineer and workbench tier 1
2 Days Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
2 Days Ago
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
2 Days Ago
Merge from parent
2 Days Ago
deleted duplicate 3p spas anims
2 Days Ago
moved l96 holdtype to correct folder
2 Days Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
2 Days Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
2 Days Ago
merge mortar_prototype to main
2 Days Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
More setup tests
2 Days Ago
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2 Days Ago
Removed hull_corner prefabs, unused