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14,034 Commits over 2,527 Days - 0.23cph!

1 Hour Ago
Merge from PlayerRIgUpdate2
1 Hour Ago
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
3 Hours Ago
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
4 Hours Ago
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
4 Hours Ago
Swap EntityRefs to Syncvars, remove synced NetworkableIds
6 Hours Ago
Merge from containerioentity_sorting
Today
Merge from main
Today
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Today
Merge from PlayerRigUpdate2
Today
Fixed animation warnings on torch
Yesterday
Merge from shield_disconnect_fix
Yesterday
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
Yesterday
Typo fix
Yesterday
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Yesterday
Added framework for blocking some items in rentable store inventory
Yesterday
Merge from demo_cfg_frame_0
Yesterday
Adjust timing so this runs after replicated vars are applied
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Don't run the sprint sub system on npc's
Yesterday
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Yesterday
Merge from melee_subsystem_weapons
Yesterday
Some more mild sub system editor speed ups
Yesterday
Bring in both arms on the attack state
Yesterday
Fixed SetParameterLerpAnimatorBehaviour not working
Yesterday
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Yesterday
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Yesterday
Merge from parent
Yesterday
Removed on phone animator state and parameter (now handled by subsystems)
Yesterday
Merge from main
Yesterday
Merge from phone_handle_fix
Yesterday
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
2 Days Ago
Merge from demo_cfg_frame_0
2 Days Ago
Demo cfgs are now run whenever the demo is reset to the beginning, not just on demo load
2 Days Ago
Increase tick rate of oil producer (60s -> 10s) Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
2 Days Ago
Unsaved
2 Days Ago
Added a very placeholder diagram to the oil rig fuel switch
2 Days Ago
Convert the Water Catcher loot panel to RustText Add some help text to explain that a vehicle is needed to access the oil
2 Days Ago
Codegen
2 Days Ago
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)
2 Days Ago
Merge from decimal_parse_default_fix
2 Days Ago
Merge from Sunglasses_Clipping_Fix
2 Days Ago
Merge from conditional_hair_lod2s
2 Days Ago
Merge from model_culling_fixes
2 Days Ago
Merge from heavy_plate_legclip_fix
2 Days Ago
Merge from clothing_reskin_pool_fix
2 Days Ago
Fixed riot helmet front plate not getting reskinned properly in some circumstances (pooling issue)
2 Days Ago
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5 Days Ago
Only allow one shop at a time
5 Days Ago
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