145,699 Commits over 4,413 Days - 1.38cph!

14 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
14 Days Ago
testlist
14 Days Ago
Added RRP support for the dev-only shadow convars
14 Days Ago
merge from main
14 Days Ago
m16a2 update. gamemesh and wip textures
14 Days Ago
exported updated 3p sprint animation
14 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
14 Days Ago
Better bounds
14 Days Ago
Codegen
14 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
14 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
14 Days Ago
Added ball rolling
14 Days Ago
missed file
14 Days Ago
Fixed Linux compile error in dedicated.so
14 Days Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
14 Days Ago
Add drag to the pool ball velocity
14 Days Ago
networking tweaks
14 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
14 Days Ago
merge from mortar_prototype
14 Days Ago
Fix animation handles not being freed on mortars/cannons in demos
14 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)
14 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
14 Days Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
14 Days Ago
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14 Days Ago
Power flow debug viz
14 Days Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
14 Days Ago
Only run physics updates if any of the balls have velocity
14 Days Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
14 Days Ago
Merge from unity_6.3.15
14 Days Ago
Merge from main
14 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
14 Days Ago
merge from main
14 Days Ago
merge from wiretool_reconnect_fix
14 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
14 Days Ago
merge from PlayerRigUpdate2
14 Days Ago
Merge from render_pipeline_toggle
14 Days Ago
Added a way to toggle the Rust Render Pipeline at runtime
14 Days Ago
Hide ball when pocketed
14 Days Ago
Miner hat emission fix
14 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).
14 Days Ago
Updated the RRP package and made the shadow presets work while RRP is active
14 Days Ago
testlist
14 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
14 Days Ago
Fix held entity sub systems not working in builds (torches)
14 Days Ago
Apply to motorbike driver seat as well
14 Days Ago
Sweapped the snowmobile seats over to use an animation subsystem
14 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
14 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
14 Days Ago
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
14 Days Ago
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0 Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though) Fixed telephone reference on OverrideAnimationSubSystem Fixed most subsystems not fading out properly on disable