142,905 Commits over 4,383 Days - 1.36cph!

Yesterday
Potential fix for "stop can only be called on active agent on navmesh" spawm
Yesterday
Potential fix for ghostship scientists endless recursion
Yesterday
CodeGen for adding back Shadow Caching ConVars
Yesterday
exported edited 3p jump anims
Yesterday
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from radtown_gate_pink_fix
Yesterday
Updating gloves skinning
Yesterday
Merge from main
Yesterday
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
Yesterday
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
Yesterday
Wetsuit female fixes
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
Merge from nvidia_options_fix
Yesterday
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
Yesterday
Merge from main
Yesterday
Anim bug fix and general polish pass
Yesterday
merge from main
Yesterday
Reduced noise of peeling paint in XL metal and rust kiosk trims
Yesterday
Merge from main
Yesterday
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
Yesterday
tweaked bed lod values, set texture flags, col tweaks
Yesterday
quick level save before playground area start
Yesterday
placed the new bed prefabs into apartments, removed temp ones
Yesterday
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
Yesterday
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Yesterday
Fixed tropical islands spawngroups respawning loot on top of each other
Yesterday
Colour code handles based on their sub system ownership
Yesterday
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Yesterday
Add support for showing sub systems
Yesterday
Reset the chair tester
Yesterday
Merge from player_model_anim_inspector
Yesterday
Merge from parent
Yesterday
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?)
Yesterday
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
Yesterday
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
Yesterday
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Yesterday
Fix animation assignments being backwards, disable pitch curve for now.
Yesterday
Show server country codes. This time taken via geolocation
Yesterday
Setup new binocular shader: lens distortion, fresnel and glare
Yesterday
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Yesterday
Updated eyelash material
Yesterday
Don't run upkeep for non-rented apartments
Yesterday
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Yesterday
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
Yesterday
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