145,414 Commits over 4,413 Days - 1.37cph!

3 Days Ago
Tweaking industrial torch burst cloth settings
3 Days Ago
deploy timing changes on cowbell, flute and trumpet
3 Days Ago
Set MouseDelta LegacyScale to 0.1 on macos
3 Days Ago
merge from workshop_emission_fix_again
3 Days Ago
workshop emission fix: when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
3 Days Ago
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
3 Days Ago
Setup colour changing with spraycan on industrial shelves
3 Days Ago
3 Days Ago
set fake player to default to false
3 Days Ago
Adding burst cloth material for industrial torch
3 Days Ago
MP5 deploy animation timing update
3 Days Ago
Adding burst cloth to industrial torch viewmodel setup
3 Days Ago
merge from main
3 Days Ago
Blowpipe reload animation update
3 Days Ago
- Setup cleaner and more reliable reset flow - Fix loaded server authoritative position from stomping a predicted position (again) - Add 'include walls' to the raycast options - Codegen - Ensure pool table syncs state after each ball pocketing - Line renderer stops when it intersects with a wall or ball in the pool physics engine - Stop jumping into the air when you dismount after a shot
3 Days Ago
Ripped carpet decals for interior
3 Days Ago
fix BBQ workshop prefab being closed when publishing
3 Days Ago
Updated player unarmed idle
3 Days Ago
Quick refactor
3 Days Ago
Optim: SplitQuotesStrings - use pooled list internally - also gave it a small clean, as it was a bit horrendous looking code Saves us 3 allocs - down to 6 allocs, 0.25KB per call Tests: unit tests
3 Days Ago
merge from industrial_dlc
3 Days Ago
more terrain height polish and splat painting pushed set dressing density around the streets and secondary buildings
3 Days Ago
merge rust_relay_server -> main
3 Days Ago
Optim: SplitQuotesStrings - replace regex usage with hand-rolled processing Saves us 24 allocs per call - now 9 allocs, 0.5KB per call. As a bonus, looks to be 3-5x times faster Tests: ran unit tests
3 Days Ago
merge main -> rust_relay_server
3 Days Ago
fixed another NRE in FakePlayer occlusion
3 Days Ago
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
3 Days Ago
Reset the game when the 8 ball is pocketed before its due
3 Days Ago
hammer anim update on deploy
3 Days Ago
Update(tests): more failing edge cases Tests: ran unit tests, old logic passes
3 Days Ago
merge from bowless_crossbow
3 Days Ago
Disable motion vectors for io arrows, fixes motion blur issues
3 Days Ago
Fixed shop marker cluster text scaling
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
Industrial torch animation + animator blend updates
3 Days Ago
Fixed input fields using decimal number content type not working
3 Days Ago
3 Days Ago
Matched new input system scroll speed to match the sensitivity of 10 we had in the old input system
3 Days Ago
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3 Days Ago
Add `weather.savetofile` command for saving out quick cfgs with the current time of day/weather/sun rotation, etc.
3 Days Ago
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3 Days Ago
Toned down speech animation parameters slightly
3 Days Ago
Add support for raycasting inside the pool physics engine
3 Days Ago
remove beard cap from Male/O material (doesn't get removed without a beard apparently)
3 Days Ago
merge rust_relay_server -> main (NRE Hotfix)
3 Days Ago
resolved NRE in BasePlayer::SendEntityUpdates
3 Days Ago
missed file
3 Days Ago
Fix movember card moustache (for modders)
3 Days Ago
exported updated 3p jump anim