140,870 Commits over 4,505 Days - 1.30cph!

11 Minutes Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
17 Minutes Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
42 Minutes Ago
triangulated workshop source for wood armor gloves
59 Minutes Ago
Fix character creator page setup
1 Hour Ago
Setup 3 new clan related achievements
1 Hour Ago
different colour variants of glass AR
1 Hour Ago
Fixed Posix compile error * Why doesn't MSVC also throw an error in this case?
1 Hour Ago
Add caller info to "MapIO infinite loop" warning (if available) Minor adjustments to detailobject system from CS:GO * No functional changes, just maybe 0.001% faster loading times Draw Lua panels behind main menu when it is open Reduced DMenuBar spacing, removing it from the left side Fixed DToolTip spamming PerformLayout from engine * This was always happening, but was invisible before recent DrawOverlay changes. Now directly call PerformLayout to set/update the size, without going through the engine Fixed DMenuOption spamming InvalidateLayout * Another previously invisible issue * Fixed DLabel:SetDisabled always calling InvalidateLayout(), even when the enabled value did not change. This is consistent with engine Label:SetEnabled behavior Try to make Entity:IsPlayerHolding more reliable Re-export fixed combine soldier player model textures * Fixes green tint from VTFEdit export that I forgot about Experimental error handling for Sandbox spawn concommands * gm_spawn commands give player a notification when they fail, stating the failure reason * This should hopefully help understand why it seems to not work sometimes?
1 Hour Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
1 Hour Ago
merge from main
1 Hour Ago
Add support to select race
1 Hour Ago
UI - More layout - More styles
2 Hours Ago
Build libs for all platforms
2 Hours Ago
Fix compile errors from the merge
3 Hours Ago
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
3 Hours Ago
Adding hide events for glass ak magazine
3 Hours Ago
Merge navpos
4 Hours Ago
Fix tiger charging forever at the bottom of vine trees
4 Hours Ago
merge from abyss torch updates branch
4 Hours Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
4 Hours Ago
tweak numbers for generation distances
5 Hours Ago
Glass AR - fixed worldmodel sorting issues with other in game glass objects
5 Hours Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
5 Hours Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
5 Hours Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
5 Hours Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map
5 Hours Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
5 Hours Ago
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
6 Hours Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
6 Hours Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
6 Hours Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
6 Hours Ago
merge from vehicle pooling
6 Hours Ago
merge from main
6 Hours Ago
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
6 Hours Ago
worldmodel and static prefabs updated with new model
Today
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
Today
initial pass at reworking how pipes spawn along roads
Today
Update: codegen Tests: none
Today
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Today
Clean: unify style, add comments Tests: none, trivial changes
Today
Merge from launchsiren
Today
Fixes
Today
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Today
Clean: missed meta file deletion Tests: none, trivial change
Today
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
Tiles setup
Today
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
Today
Merge: from main
Today
icon transparency tweaks
Today
fixed pools, re-rendred glass ak icon with slight rotation tweaks