140,885 Commits over 4,505 Days - 1.30cph!

46 Minutes Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
1 Hour Ago
Fix mac compile error
1 Hour Ago
Fix compile errors
2 Hours Ago
Send network updates of room behind the door before the door's network update is sent
2 Hours Ago
Merge from main
3 Hours Ago
DLSS support for RRP
3 Hours Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
5 Hours Ago
Faster navmesh save and load, smaller save file sizes
5 Hours Ago
Merge from rendererlod_collapse_improvements
5 Hours Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
6 Hours Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
6 Hours Ago
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
Today
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Today
Fix rustnav.setnumthreads bugs
Today
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
Today
Fix IsPaused collection-modified exception in RustNavMeshAgent
Today
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
triangulated workshop source for wood armor gloves
Fix character creator page setup
Setup 3 new clan related achievements
Today
different colour variants of glass AR
Today
Fixed Posix compile error * Why doesn't MSVC also throw an error in this case?
Today
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?
Today
- 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
merge from main
Add support to select race
UI - More layout - More styles
Today
Build libs for all platforms
Today
Fix compile errors from the merge
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
Today
Adding hide events for glass ak magazine
Today
Merge navpos
Today
Fix tiger charging forever at the bottom of vine trees
Today
merge from abyss torch updates branch
Today
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...
Today
tweak numbers for generation distances
Today
Glass AR - fixed worldmodel sorting issues with other in game glass objects
Today
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Today
Merge: from vehicle_pooling - Buildfix for BallistaGun
Today
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
Today
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Today
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Today
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Today
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
Today
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
Today
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
Today
merge from vehicle pooling
Today
merge from main
Today
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)
Today
worldmodel and static prefabs updated with new model