140,046 Commits over 4,505 Days - 1.30cph!

18 Minutes Ago
set admire anim speed scale to 1 on vm glass ar anim.controller. Exported updated deploy/reload vm anims with animated camera and fixed fire anims 1 and 2
38 Minutes Ago
Add orbitcamhold convar which allows the third person orbital camera to stay where it is when letting go of alt rather than reverting back to behind the player
39 Minutes Ago
Improved pool table 3p setup: - Hand stays closer to the table rather than floating - Some spring motion to the cue as we want back and forth - Swap to closer vs further animation depending on distance from the cue ball
42 Minutes Ago
Adding refresh rig for machete
53 Minutes Ago
industrial combiner/splitter/crafter/conveyor/adapter and igniter now have their own world models optimised LOD0 to be cheaper than burlap sack
1 Hour Ago
Glass AK - reverted order of the ammo UV1 shells for alpha clip, added it to worldmodel
1 Hour Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
1 Hour Ago
Another mass rename to be more descriptive, started set dressing/theming exploration for small randomised rooms
1 Hour Ago
fixed random room spawning
2 Hours Ago
fluid switch/splitter/combiner, heater, door controller, digital clock, pressure pad, laser detector, hbhf sensor, counter, button and seismic sensor now all have proper world models. each lod0 is cheaper than burlap sack
3 Hours Ago
added small tunnel parts, added random room spawn functionality
3 Hours Ago
Remove string interpolation from BlurOptimizedPass
3 Hours Ago
Avoid delegate allocations in SSAOApplyPass
3 Hours Ago
Elimitate GC allocation in terrain depth pre-pass
4 Hours Ago
io entities: splitter, XORSwitch, Rand, Memory Cell, Root Combiner, ANDSwitch, Blocker, Branch, DflipFlop now have proper world models instead of burlap sack. each LOD0 is cheaper than burlap sack, some by a considerable amount.
4 Hours Ago
Cow animation updates
4 Hours Ago
Missed some files
4 Hours Ago
Renamed small train tunnel rooms, fixed pivots, added more shape variety (WIP), renamed placeholder water material,
5 Hours Ago
Fix Forward+ error spam
5 Hours Ago
Fixed audio falloff for the explosion distance
6 Hours Ago
merge main -> rust_relay_server
6 Hours Ago
Fixed CH47 skipping airfield if a server restarts after its been called
6 Hours Ago
optimized bandages worldmodel LOD0, now cheaper than burlap sack
6 Hours Ago
Add a null-check for renderer feature component creation
6 Hours Ago
opitimised sleeping bag world model LOD0 to be cheaper than burlap sack
Today
optimized wall frame netting worldmodel LOD0 to be cheaper than burlap sack
Today
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Today
weapon rack single 2 and 3 worldmodel LODs optimised to be cheaper than burlap sack
Today
Add more profiler instrumentation
Today
some value adjustments
Today
optimised small spike trap dropped worldmodel lod0 - now cheaper than burlap sack
Today
landmine worldmodel LOD0 cheaper than burlap sack LOD0
Today
properly handle dialog closing on player death and sculpture destruction
Today
optimised new workbench component world model LOD0's which are all now cheaper than the burlap sack
Today
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
Today
missed items
Today
optimised worldmodels LOD0 for these specific items to be under burlapsack LOD0 triangle counts
Today
Update sheep sleeping clip lengths
Today
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
Today
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Today
Don't rotate with stretch.
Today
Initial flare FX.
Today
Fixed NVG scientist heads not appearing on trophies
Today
Better fix, use a TerrainPlacementBlocked component
Today
Subtract 160438, would have had unintended side effects
Today
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
Today
Sleep fixes
Today
VBSP: Fixed WVT patched materials not being added to patch list * Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements Fixed Hammer crash when rendering certain materials * Such as models/wireframe for detail prop material Fixed some Hammer toolbar buttos not having descriptions Fixed Detail Objects not rendering on brushes in Hammer Fixed more potential crashes
Today
Updated to use the correct arms only viewmodel
Today
Stats boilerplate, save load Sleeping behaviour