145,686 Commits over 4,444 Days - 1.37cph!
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
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Added framework for blocking some items in rentable store inventory
Merge from demo_cfg_frame_0
Adjust timing so this runs after replicated vars are applied
Merge from PlayerRigUpdate2
Don't run the sprint sub system on npc's
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Merge from melee_subsystem_weapons
Some more mild sub system editor speed ups
Bring in both arms on the attack state
Fixed SetParameterLerpAnimatorBehaviour not working
Switched the attack hit animation support to use a blend tree
Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Removed on phone animator state and parameter (now handled by subsystems)
Merge from phone_handle_fix
Fixed phonebooth handset position as well
Add PNG sequence/MP4/Prores demo exporter
Add linear/cubic spline camera math utils/jobs
implement atmopshere volumes (bandit camp fog) in RRP
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
merge from prototype -> apartment_complex_monument
fix AnimalFur shader missing g-buffer stencil write
Fixed RustIconEditor text align buttons not working since the tmp update
Initial keyboard prefab setup + folder organisation - all very WIP
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Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
merge from fix_deepsea_teleport_consistent -> main
small backpack prefab and material setup
Speculative fix for players not consistently being teleported into the deep sea
- grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
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Change phrase name for apartment breaking in
FlexElements allow negative gaps
Monument info popup baseline
Set display floor number for basement elevator
Set floor display numbers in the apartment elevator shaft
Add support for elevators to override the display value for their floor number
- still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Add icons for elevator floors
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
update apartment_complex_monument/prototype
merge from prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
merge from lockpick -> apartment_complex_monument/prototype