239,416 Commits over 3,837 Days - 2.60cph!

6 Months Ago
missing materials
6 Months Ago
fixed colliders of barges being too skinny
6 Months Ago
set up viewmodel renderer script with ammo belt materials included
6 Months Ago
Game Controllers using SDL2 (#1509)
6 Months Ago
Fix minigun belt lod glitch
6 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle Update sdl2 lib Didn't mean to push this launch setting Remove legacy sdl haptics code, replace with SDL_GameControllerRumble Implement default LED colors based on instance, rumble the gamepad on every button press test Test passing controller input to input context Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test) Make prints less obnoxious Re-add Input.UsingController (simpler now) Temporary generated glyphs for gamepad Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs Documentation Support analog input glyphs Add methods for fetching gyroscope and accelerometer readings from specific controllers Remove controller binding panel (not used) Forgot to get rid of this method 🤦 Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game Make Controller internal + sealed Remove my #ifdef V_COMPILER_MSVC usage Change InputMotionData to reflect new API Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline Docs, GameControllerExtensions to internal Why the fuck are you there
6 Months Ago
LoadContext.Unload also unloads all it's IsolatedAssemblyContext
6 Months Ago
merge from save248
6 Months Ago
missing material config effect specific to objects using Particle layer already in default state
6 Months Ago
small detailing
6 Months Ago
Fixed left over volume under the ladder area of module_1200x1800_ladder_moonpool
6 Months Ago
merge from pie_menu_phrases
6 Months Ago
merge from tutorial_island
6 Months Ago
merge from toolcupboard_retroskin
6 Months Ago
fixed off grid meshes
6 Months Ago
added stairs near bridge on H2 to help getting up the dock
6 Months Ago
Random npc bodygroup idle should be looping temp lighting and npcs
6 Months Ago
merge from save248 - staging wipe
6 Months Ago
network++ save++
6 Months Ago
block off some areas
6 Months Ago
fixed plywood mossy set having part. layer on by default
6 Months Ago
extended prevent building zone in both harbors with a bias towards the sea S2P
6 Months Ago
merge from Minigun_2024
6 Months Ago
Do not render first person physgun effects during skybox pass Let's try enabling custom activity IDs on client
6 Months Ago
Leaderboard backup, run #10635
6 Months Ago
Automatically upload procedural maps to our backend so that all Rust servers allow players to download maps instead of generating them on first join Downloading the maps is much faster and way less resource intensive Can be disabled by setting server.autoUploadMap to false
6 Months Ago
List pooling
6 Months Ago
Merge Main -> Bikes
6 Months Ago
Added a prefab information to CargoShipTest so it can appear localised and with an icon on the death screen It's currently missing an icon
6 Months Ago
minigun sounds
6 Months Ago
Fixed cranes picking up containers not properly aligning their coliders on the server, leading to flyhacks and bad movement
6 Months Ago
New sprint input networking. Rename smowmobile protobuf to smallVehicle since it's shared with bikes. Network++ Also fixed snowmobile not sending fuel fraction in save/load.
6 Months Ago
Merge from main
6 Months Ago
Minigun Ammo Backpack Textures
6 Months Ago
Fix some server/client stuff
6 Months Ago
Attempted to merge orbital strafe to the end of the strafe run. Couple bugs, needs looked at again
6 Months Ago
Fixed the find scrap tutorial step not working if player finds the hidden crate first
6 Months Ago
Merge from main
6 Months Ago
Smooth out jittery bike steering visuals
6 Months Ago
Merge from media_projects
6 Months Ago
Fix NRE when shooting players spawned from the console Add assertions when enqueueing writes so it's easier to identify where the problem was in the future
6 Months Ago
Prevent orbit strafe from breaking until rockets are emptied
6 Months Ago
Various lighting, material, occlusion, screen improvements. (WIP)
6 Months Ago
Slowed down rockets shot during orbit strafe
6 Months Ago
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
6 Months Ago
Parent merge
6 Months Ago
Merge from save248
6 Months Ago
Add viewmodel camera animation component to minigun viewmodel Zeroed out the camera transform so it's at 0,0,0 pos/rot
6 Months Ago
Parent merge
6 Months Ago
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity