146,152 Commits over 4,413 Days - 1.38cph!

18 Days Ago
merge from automated_testing
18 Days Ago
Compile fix
18 Days Ago
merge from automated_testing
18 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
18 Days Ago
testlist
18 Days Ago
Added RRP support for the dev-only shadow convars
18 Days Ago
merge from main
18 Days Ago
m16a2 update. gamemesh and wip textures
18 Days Ago
exported updated 3p sprint animation
18 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
18 Days Ago
Better bounds
18 Days Ago
Codegen
18 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
18 Days Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
18 Days Ago
Added ball rolling
18 Days Ago
missed file
18 Days Ago
Fixed Linux compile error in dedicated.so
18 Days Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
18 Days Ago
Add drag to the pool ball velocity
18 Days Ago
networking tweaks
18 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
18 Days Ago
merge from mortar_prototype
18 Days Ago
Fix animation handles not being freed on mortars/cannons in demos
18 Days Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
18 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
18 Days Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
18 Days Ago
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18 Days Ago
Power flow debug viz
18 Days Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
18 Days Ago
Only run physics updates if any of the balls have velocity
18 Days Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
18 Days Ago
Merge from unity_6.3.15
18 Days Ago
Merge from main
18 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
18 Days Ago
merge from main
18 Days Ago
merge from wiretool_reconnect_fix
18 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
18 Days Ago
merge from PlayerRigUpdate2
18 Days Ago
Merge from render_pipeline_toggle
18 Days Ago
Added a way to toggle the Rust Render Pipeline at runtime
18 Days Ago
Hide ball when pocketed
19 Days Ago
Miner hat emission fix
19 Days Ago
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b. Reduced spawn chance for apples from 100% to 0.5% on oak_d. Doubled the LOD2 distance for apples (on trees only).
19 Days Ago
Updated the RRP package and made the shadow presets work while RRP is active
19 Days Ago
testlist
19 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
19 Days Ago
Fix held entity sub systems not working in builds (torches)
19 Days Ago
Apply to motorbike driver seat as well
19 Days Ago
Sweapped the snowmobile seats over to use an animation subsystem
19 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well