142,714 Commits over 4,383 Days - 1.36cph!

Today
Updating tank top skinning
Today
Updating skinning for male underwear
Today
merge main -> rust_server_relay
Today
merge from main
Today
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
Added an example OneShotAnimationSubSystem for handling event driven animations
Today
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Today
Added a TwoAnimBlend example
Today
Add general fade in/out support
Today
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Today
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
Today
Industrial Autoturret - GIBs, icon, prefab setup
Yesterday
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
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Yesterday
Allow elevator cables to update while offscreen
Yesterday
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Yesterday
added and created lods for both prototype and defensive upgrades. updated visual prefabs
Yesterday
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
Yesterday
Merge from heldentity_preprocess_fix
Yesterday
Fix NRE in HeldEntity.PreProcess
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Merge from main
Yesterday
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
Yesterday
Add teleport anchors to the apartment rooms
Yesterday
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code
Yesterday
defensive and prototype upgrade mesh and wip textures added
Yesterday
Fix upkeep calculations not being correct & persist reference to terminal across restarts
Yesterday
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor
Yesterday
Add collider for upkeep terminal
Yesterday
Apartment complex b roof fixes
Yesterday
Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
Yesterday
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
Yesterday
Update manifest
Yesterday
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
Yesterday
Add upkeep terminals to all the apartment rooms
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Applied to other grenade types, bandage and medical syringe
Yesterday
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
Yesterday
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
Yesterday
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
Yesterday
Tiny rename
Yesterday
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
Yesterday
Reprocess apartment upkeep terminal prefab
Yesterday
Add protobuf reference from ApartmentRoom -> Upkeep terminal
Yesterday
Include the code we removed when splitting into files
Yesterday
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
Yesterday
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
Yesterday
Start making upkeep terminal entity for apartments