160,807 Commits over 4,566 Days - 1.47cph!

7 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
7 Days Ago
Merge from belt_main_priority_stack
7 Days Ago
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
7 Days Ago
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
7 Days Ago
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
7 Days Ago
Merge from spray_anim_fixes
7 Days Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
7 Days Ago
main -> network_lods
7 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
7 Days Ago
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7 Days Ago
Merge from double_anim_event_fix
7 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
7 Days Ago
merge from main
7 Days Ago
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating
7 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
7 Days Ago
Add test for it
7 Days Ago
Add 50MB zip test case
7 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
7 Days Ago
Tests
7 Days Ago
Codegen
7 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
7 Days Ago
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7 Days Ago
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7 Days Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
7 Days Ago
merge from dynamiclod_parenting_fix
7 Days Ago
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
7 Days Ago
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7 Days Ago
Fixed quit button
7 Days Ago
merge from updaterequired_improvements
7 Days Ago
Tweaked wording, translations
7 Days Ago
merge from main -> base_occlusion
7 Days Ago
Disable some unused Bootil stuff that spits out warnings Reduced compile log noise on Linux Removed unused libraries from lib/ Handle 0 byte model files crashing the game Fixed some compile warnings Linux64 build progress Rename some tool project internal names
7 Days Ago
Another fix for sails - check if the placement is valid before it does the 5cm shift that some deployable placement guides use to prevent visual clipping - sails were unique in that they actually were affected after their placement was moved 5cm causing the sail to appear valid yet it would be blocked when the sail in front of it was lowered
7 Days Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
7 Days Ago
fix demo export in builds
7 Days Ago
merge from main -> fix_sail_guide_mismatch
7 Days Ago
Add automated tests for placing foundations in rocks
7 Days Ago
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7 Days Ago
tone down eye lid opening bounce
7 Days Ago
Changed "Client update required" kick message wording. Can be translated too
7 Days Ago
merge from skinviewer_waterpurifier_fix
7 Days Ago
merge from tattoos/art_pass
7 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
7 Days Ago
merge from main
7 Days Ago
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
7 Days Ago
merge from main -> ugc_censor_option
7 Days Ago
merge from main -> fix_foundation_clipping_rocks
7 Days Ago
apply tattoo material properties to viewmodel material
7 Days Ago
Update viewmodel arms with UV1 that matches the body UV1