143,763 Commits over 4,413 Days - 1.36cph!

10 Days Ago
Tidy up upgrade icon display in workbench vital now we've got human-made icons
10 Days Ago
Merge from hierachy_optim
10 Days Ago
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
10 Days Ago
NeedsKeyboard cleanup
10 Days Ago
Updated NeedsKeyboard to work with the new input system
10 Days Ago
Reapplying meta file changes
10 Days Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
10 Days Ago
Changed to using the shadow strength directly as the shadow caching flag
10 Days Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
10 Days Ago
Potential fix for ghostship scientists endless recursion
10 Days Ago
CodeGen for adding back Shadow Caching ConVars
10 Days Ago
exported edited 3p jump anims
10 Days Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
10 Days Ago
merge from weapon_refresh_salvaged_cleaver
10 Days Ago
merge from radtown_gate_pink_fix
10 Days Ago
Updating gloves skinning
10 Days Ago
Merge from main
10 Days Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
10 Days Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
10 Days Ago
Wetsuit female fixes
10 Days Ago
Merge from workbench_upgrades
10 Days Ago
Merge from main
10 Days Ago
Merge from nvidia_options_fix
10 Days Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
10 Days Ago
Merge from main
10 Days Ago
Anim bug fix and general polish pass
10 Days Ago
merge from main
10 Days Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
10 Days Ago
Merge from main
10 Days Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
10 Days Ago
tweaked bed lod values, set texture flags, col tweaks
10 Days Ago
quick level save before playground area start
10 Days Ago
placed the new bed prefabs into apartments, removed temp ones
10 Days Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
10 Days Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
10 Days Ago
merge from main
10 Days Ago
merge from deepsea_loot_balance
10 Days Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
10 Days Ago
Fixed tropical islands spawngroups respawning loot on top of each other
10 Days Ago
Colour code handles based on their sub system ownership
10 Days Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
10 Days Ago
Add support for showing sub systems
10 Days Ago
Reset the chair tester
10 Days Ago
Merge from player_model_anim_inspector
10 Days Ago
Merge from parent
10 Days Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
10 Days Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
10 Days Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
11 Days Ago
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
11 Days Ago
Fix animation assignments being backwards, disable pitch curve for now.