138,238 Commits over 4,474 Days - 1.29cph!

2 Months Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
2 Months Ago
testlist
2 Months Ago
Added RRP support for the dev-only shadow convars
2 Months Ago
merge from main
2 Months Ago
m16a2 update. gamemesh and wip textures
2 Months Ago
exported updated 3p sprint animation
2 Months Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
2 Months Ago
Better bounds
2 Months Ago
Codegen
2 Months Ago
Dont network ball rotation - its just calculated on the client from velocity information
2 Months 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
2 Months Ago
Added ball rolling
2 Months Ago
missed file
2 Months Ago
Fixed Linux compile error in dedicated.so
2 Months Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
2 Months Ago
Add drag to the pool ball velocity
2 Months Ago
networking tweaks
2 Months Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
2 Months Ago
merge from mortar_prototype
2 Months Ago
Fix animation handles not being freed on mortars/cannons in demos
2 Months 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)
2 Months Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
2 Months Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
2 Months Ago
Power flow debug viz
2 Months Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
2 Months Ago
Only run physics updates if any of the balls have velocity
2 Months Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
2 Months Ago
Merge from unity_6.3.15
2 Months Ago
Merge from main
2 Months Ago
Added some mint ddraw and debug commands to help debugging circuits
2 Months Ago
merge from main
2 Months Ago
merge from wiretool_reconnect_fix
2 Months Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
2 Months Ago
merge from PlayerRigUpdate2
2 Months Ago
Merge from render_pipeline_toggle
2 Months Ago
Added a way to toggle the Rust Render Pipeline at runtime
2 Months Ago
Hide ball when pocketed
2 Months Ago
Miner hat emission fix
2 Months 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).
2 Months Ago
Updated the RRP package and made the shadow presets work while RRP is active
2 Months Ago
testlist
2 Months Ago
Better fix, also fixes first frame of weapon being held not looking correct
2 Months Ago
Fix held entity sub systems not working in builds (torches)
2 Months Ago
Apply to motorbike driver seat as well
2 Months Ago
Sweapped the snowmobile seats over to use an animation subsystem
2 Months Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
2 Months Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
2 Months 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)
2 Months 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
2 Months Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order