240,982 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Gamepad Support Refactor (#1218) - No manifest codegen - Gamepads work again (including Steam Deck) - Goes against what SteamInput is all about 😢
1 Year Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t ) Update default manifest again Fixed controller actions not being reflected serverside
1 Year Ago
manifest rebuild
1 Year Ago
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
1 Year Ago
merge from main
1 Year Ago
merge from chinook_ground_fx_fix
1 Year Ago
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1 Year Ago
Potential fix for composter fertilizer NRE
1 Year Ago
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1 Year Ago
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Leaderboard backup, run #5453
1 Year Ago
Moved parachute canopy visuals to client-side only GameObject
1 Year Ago
Move parachute world colliders to server side only GameObject
1 Year Ago
Merge Main -> Parachute
1 Year Ago
Fix start vertex of multidraw being incorrect Some cleanup
1 Year Ago
Merge Main -> Save241
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Fixed tugboats not drifting if they had deployables or doors. Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
1 Year Ago
Compile fixes
1 Year Ago
Merge from main
1 Year Ago
Make steamID optional for clan score events Nexus clan implementation updates for score events Update FP.Nexus
1 Year Ago
Add clan score related things Fix limit value for get clan log not being passed to API
1 Year Ago
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
1 Year Ago
Merge Main -> Experimental
1 Year Ago
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
1 Year Ago
Show draw call count with multidraw in perf 7 properly Move the temp manually assigning of computebuffers every frame above the loop that skips values
1 Year Ago
Fix mutlidraw count not being reset when new meshes are added
1 Year Ago
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
1 Year Ago
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors Ensure all buffers are diposed
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Attack heli: Fixed gunner interaction being possible from driver seat
1 Year Ago
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
1 Year Ago
Update RanksPage.razor.scss
1 Year Ago
Add ranks page listing the top 50 players
1 Year Ago
Another compile fix
1 Year Ago
Client compile fix
1 Year Ago
Add endpoint to fetch top ranked players
1 Year Ago
Improve completion message
1 Year Ago
Fixed parachute camera motion not getting applied to first person spectating
1 Year Ago
Merge from main
1 Year Ago
More closely snap the camera to the accurate perspective when spectating a mounted player
1 Year Ago
Fix draw calls so uvs at least work Add MaterialCache so we can enable `RUST_PROCEDURAL_INSTANCING` on materials without modifying the source materials in the editor Various fixes
1 Year Ago
Merge from main
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
Leaderboard backup, run #5446
1 Year Ago
Parachute seat no longer pauses mounted animation
1 Year Ago
Update backpack slot icon in inventory and locker panels