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14,024 Commits over 2,527 Days - 0.23cph!

Today
Merge from shield_disconnect_fix
Today
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Today
Typo fix
Today
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Today
Added framework for blocking some items in rentable store inventory
Today
Merge from demo_cfg_frame_0
Today
Adjust timing so this runs after replicated vars are applied
Today
Merge from PlayerRigUpdate2
Today
Don't run the sprint sub system on npc's
Today
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Today
Merge from melee_subsystem_weapons
Today
Some more mild sub system editor speed ups
Today
Bring in both arms on the attack state
Today
Fixed SetParameterLerpAnimatorBehaviour not working
Today
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Today
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Today
Merge from parent
Today
Removed on phone animator state and parameter (now handled by subsystems)
Today
Merge from main
Today
Merge from phone_handle_fix
Today
Fixed phonebooth handset position as well
Yesterday
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Yesterday
Merge from demo_cfg_frame_0
Yesterday
Demo cfgs are now run whenever the demo is reset to the beginning, not just on demo load
Yesterday
Increase tick rate of oil producer (60s -> 10s) Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
Yesterday
Unsaved
Yesterday
Added a very placeholder diagram to the oil rig fuel switch
Yesterday
Convert the Water Catcher loot panel to RustText Add some help text to explain that a vehicle is needed to access the oil
Yesterday
Codegen
Yesterday
Added a switch to large oil rig puzzle room to enable/disable the crude pump at dome Disabled tie-in to power system (for now)
Yesterday
Merge from decimal_parse_default_fix
Yesterday
Merge from Sunglasses_Clipping_Fix
Yesterday
Merge from conditional_hair_lod2s
Yesterday
Merge from model_culling_fixes
Yesterday
Merge from heavy_plate_legclip_fix
Yesterday
Merge from clothing_reskin_pool_fix
Yesterday
Fixed riot helmet front plate not getting reskinned properly in some circumstances (pooling issue)
Yesterday
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4 Days Ago
Only allow one shop at a time
4 Days Ago
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5 Days Ago
Fixed currency not being deposited in vending machine inventory
5 Days Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
5 Days Ago
Fixed VM stats not working on rentable shops
5 Days Ago
Various cleanup
5 Days Ago
Cleanup
5 Days Ago
Fixed not being able to buy things from rentable shops due to distance hecks
5 Days Ago
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder) Fixed the sign attached to rentable shops being editable when the shop is closed Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
5 Days Ago
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
5 Days Ago
Delete PlayerModelReactionEnded state machine component
5 Days Ago
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters