143,266 Commits over 4,383 Days - 1.36cph!

13 Minutes Ago
Player seed work
50 Minutes Ago
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1 Hour Ago
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip This automates the process of hooking them all up Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
2 Hours Ago
Adjusted mortar guidemesh to face the correct way
3 Hours Ago
merge from automated_testing
3 Hours Ago
Auto turret target death and item giving fixes
3 Hours Ago
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
4 Hours Ago
main -> PlayerRigUpdate2
4 Hours Ago
merge from main -> optimize_plant_lod_wind
4 Hours Ago
Fix berry bush seedling being missed by previous optimizations
4 Hours Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
4 Hours Ago
network_test changes
Today
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
4 Hours Ago
magazine_look_angle_fix -> main
4 Hours Ago
Potatos - disable motion vectors on all LODs
4 Hours Ago
Corn - disable motion vectors on all corn prefabs
4 Hours Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
4 Hours Ago
Add `spawnplants` command that will spawn every stage of every plant in a grid
4 Hours Ago
Fix magazine dropping and other world space parent to bone weapon effects from not respecting object angles
6 Hours Ago
merge from automated_testing
6 Hours Ago
Include AutomatedTests prefabs in the bundles
6 Hours Ago
Audio changes for the Salvaged Cleaver rework
6 Hours Ago
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
6 Hours Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
6 Hours Ago
merge from automated_testing
6 Hours Ago
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
6 Hours Ago
More darts improvements - fix reticle accuracy and use animation curve for smoothness - improve ui, add focus bar to be able to visual how much focus you have left - added zoom option for seeing board closer while still maintaining throw distance - fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double - add more convars for playtest tweaking
Today
More turret tests fixes, added debug convar to suppress randomness in the tick invokes Reworked PlayerMountedToVehicle_PlayerTargeted
Today
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Today
Add orchid wind disabled materials
Today
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Today
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Today
Apply lower LOD materials to hemp prefabs
Today
Make wind disabled versions of hemp materials
Today
industrial garage door; - texture updates still wip
Today
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Merge from 3p_spectator_improvements
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
Today
Industrial Storage - texture update
Today
Make lower LOD material variants of the berry plants with wind disabled
Today
updated 3p c4 holdtype run/jog clips so they play correctly
Today
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
main -> server_browser_update_2
Today
merge from cpu_batching_submesh -> main
Today
Fix merge conflicts on meshCache submeshes
Today
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
binoculars_ui_refresh -> main