140,468 Commits over 4,352 Days - 1.34cph!

10 Days Ago
fix NRE equipping tank top
10 Days Ago
Updated the Rust.RenderPipeline package and fixed compatibility issues
10 Days Ago
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
10 Days Ago
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
10 Days Ago
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
10 Days Ago
progress on the damaged wing, vpaint
10 Days Ago
Merge from main
10 Days Ago
Adjust viewmodel camera lerp time on beancan grenade Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
10 Days Ago
Update: replace couple managed accesses with BasePlayer.CachedState Tests: none, trivial change
10 Days Ago
Fix junkpiles spawning on sleeping bags
10 Days Ago
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10 Days Ago
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10 Days Ago
Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
10 Days Ago
Fix water junk piles spawning too close to water monuments
10 Days Ago
Added basic support for occlusion culling to indirect instancing
10 Days Ago
Fixed hack test not correctly skipping single draw renderers
10 Days Ago
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10 Days Ago
Various tweaks to Rust Relay config and transport
10 Days Ago
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
10 Days Ago
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
10 Days Ago
Tweaked watchtower placement distance
11 Days Ago
Adjusting pivot position of trinagle ladder hatch collider mesh
11 Days Ago
triangle frame
11 Days Ago
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
11 Days Ago
armoured ladder hatch triangle frame
11 Days Ago
corrected suare frame
11 Days Ago
Skinning fix for krieg hazmat backpack straps
11 Days Ago
Re-enable RW on 5 meshes used by particle systems
11 Days Ago
merge from hackweek_server_mesh_cull
11 Days Ago
progress on the damaged wing, some set dressing
11 Days Ago
apartment bulding concrete debris prefabs and models
11 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
11 Days Ago
subsurface birp wrap
11 Days Ago
Switch to easter event UI Fix exception on egg LOD component
11 Days Ago
Merge from wiretool_rpcflood_fix
11 Days Ago
Merge from shipping_container_skin_frames_fix
11 Days Ago
Merge from storage_box_dlc_corpse_references
11 Days Ago
Shields now switch to a smaller collider when RMB isn't being held
11 Days Ago
Merge from auto_particle_cinematics
11 Days Ago
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
11 Days Ago
Update prefab with latest model, still has issues
11 Days Ago
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11 Days Ago
Merge from main
11 Days Ago
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
11 Days Ago
Remove BuildMapServer test method
11 Days Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
11 Days Ago
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
11 Days Ago
Updating ladder hatch rig fbx
11 Days Ago
fixed square frame
11 Days Ago
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API