142,702 Commits over 4,383 Days - 1.36cph!

Yesterday
Fix dragging item being stuck on the screen when closing the vending admin UI
Yesterday
merge main -> rust_relay_server
Yesterday
Fix existing sell order on modify clicked NRE
Yesterday
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
Yesterday
Updating heavy plate armour skinning
Yesterday
setup AK to use flatback charms, setup backpack with flatback variant
Yesterday
pooltable_and_dartboard_models -> game_room_dlc
Yesterday
main -> game_room_dlc
Yesterday
Updating knight armour helmet skinning
Yesterday
move missing file
Yesterday
Merge from main
Yesterday
merge from tincanalarm_v2
Yesterday
Cant open tin can alarm when building blocked
Yesterday
Removed unknown region log spam in editor
Yesterday
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
Yesterday
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
Yesterday
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
Yesterday
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
Yesterday
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
Merge from industrial_crafter
Yesterday
Craft speed multiplier fix. Pool fix
Yesterday
Cleanup
Yesterday
add engineer reinforced upgrades
Yesterday
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
Yesterday
Optimised test runner window OnGUI stack Editor test runs are faster
Yesterday
adding an industrial crafter test setup save
Yesterday
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
Yesterday
Yesterday
custom editor for attachments to help joint config
Yesterday
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Yesterday
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
Yesterday
Made the LODBakerTest script compatible with the new Bake functions arguments
Yesterday
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Yesterday
updted upgrade placements for engineer and workbench tier 1
Yesterday
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
Yesterday
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
Yesterday
Merge from parent
Yesterday
deleted duplicate 3p spas anims
Yesterday
moved l96 holdtype to correct folder
Yesterday
Cherry Picked from 130098 (Removing LOD Baker debug code)
Yesterday
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
Yesterday
merge mortar_prototype to main
Yesterday
Remove previousLegAnimatorState tracking, apparently I added that for nothing
Yesterday
merge from main
Yesterday
▄ ▄▆▊▌█ ▌▍▄▆ ▌▍▆█▋▋▅█▉▇▄▄▅▍▋▌▅▅▊▋▅▆▅██▋▉▊▇█▌▊▇
Yesterday
More setup tests
Yesterday
▄ ▉▌▆▍▋▍ ▍▋▉█▇▌▇▇▉▇ ▅█▊▌▉ ▋▆ ▉▉█ ▌▄ ▅▇▋▇▇▋▊▍▆ ▄▆▇▅▆ ▊▌▉▋▌▄▉▆▍ ▍ ▋▇█▋▉ ▋▇▆▄▌▊▅▊▄▉▊ ▊▉▄▅▅▇▊▆▅ █▍▌▉▌▉▍█ ▌▊▄▆▍▇ ▉▊▍▆ ▆▊█▅▉▆▆▇▍▅ ▋▋█ ▊▅▉▅▋▉▋▅▇▊▋ ▌█▉▇▊▆▉ █▆▄▇▊▋▆█ ▉▆█▉▋ ▊▄▆▇▅▇▅ ▋▅▆▄▍ ▍▋▇▄▋▌▋ ▋▊▇▉▇▆█▌▍▆