142,763 Commits over 4,383 Days - 1.36cph!

39 Minutes Ago
Tidy up upgrade icon display in workbench vital now we've got human-made icons
1 Hour Ago
Merge from hierachy_optim
1 Hour Ago
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
1 Hour Ago
NeedsKeyboard cleanup
1 Hour Ago
Updated NeedsKeyboard to work with the new input system
1 Hour Ago
Reapplying meta file changes
1 Hour Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
1 Hour Ago
Changed to using the shadow strength directly as the shadow caching flag
1 Hour Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
1 Hour Ago
Potential fix for ghostship scientists endless recursion
1 Hour Ago
CodeGen for adding back Shadow Caching ConVars
1 Hour Ago
exported edited 3p jump anims
1 Hour Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
1 Hour Ago
merge from weapon_refresh_salvaged_cleaver
1 Hour Ago
merge from radtown_gate_pink_fix
1 Hour Ago
Updating gloves skinning
1 Hour Ago
Merge from main
1 Hour Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
1 Hour Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
1 Hour Ago
Wetsuit female fixes
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Merge from main
1 Hour Ago
Merge from nvidia_options_fix
2 Hours Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
2 Hours Ago
Merge from main
2 Hours Ago
Anim bug fix and general polish pass
2 Hours Ago
merge from main
3 Hours Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
3 Hours Ago
Merge from main
3 Hours Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
3 Hours Ago
tweaked bed lod values, set texture flags, col tweaks
3 Hours Ago
quick level save before playground area start
3 Hours Ago
placed the new bed prefabs into apartments, removed temp ones
3 Hours Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
4 Hours Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
4 Hours Ago
merge from main
4 Hours Ago
merge from deepsea_loot_balance
4 Hours Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
5 Hours Ago
Fixed tropical islands spawngroups respawning loot on top of each other
5 Hours Ago
Colour code handles based on their sub system ownership
5 Hours Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
6 Hours Ago
Add support for showing sub systems
6 Hours Ago
Reset the chair tester
Today
Merge from player_model_anim_inspector
Today
Merge from parent
Today
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
Today
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
Today
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Today
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Today
Fix animation assignments being backwards, disable pitch curve for now.