144,571 Commits over 4,413 Days - 1.37cph!

28 Minutes Ago
merge from interaction_toast_banned_fix
29 Minutes Ago
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
31 Minutes Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
49 Minutes Ago
merge from automated_testing
49 Minutes Ago
Missed one
54 Minutes Ago
merge from automated_testing
54 Minutes Ago
Editor only codegen, codegen
1 Hour Ago
merge from automated_testing
1 Hour Ago
Compile fix
1 Hour Ago
merge from automated_testing
1 Hour Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
1 Hour Ago
testlist
1 Hour Ago
Added RRP support for the dev-only shadow convars
1 Hour Ago
merge from main
2 Hours Ago
m16a2 update. gamemesh and wip textures
2 Hours Ago
exported updated 3p sprint animation
2 Hours Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
2 Hours Ago
Better bounds
3 Hours Ago
Codegen
3 Hours Ago
Dont network ball rotation - its just calculated on the client from velocity information
3 Hours 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
3 Hours Ago
Added ball rolling
3 Hours Ago
missed file
3 Hours Ago
Fixed Linux compile error in dedicated.so
3 Hours Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
3 Hours Ago
Add drag to the pool ball velocity
3 Hours Ago
networking tweaks
4 Hours Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
4 Hours Ago
merge from mortar_prototype
4 Hours Ago
Fix animation handles not being freed on mortars/cannons in demos
4 Hours 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)
4 Hours Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
5 Hours Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
5 Hours Ago
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5 Hours Ago
Power flow debug viz
5 Hours Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
5 Hours Ago
Only run physics updates if any of the balls have velocity
6 Hours Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
6 Hours Ago
Merge from unity_6.3.15
6 Hours Ago
Merge from main
6 Hours Ago
Added some mint ddraw and debug commands to help debugging circuits
Today
merge from main
Today
merge from wiretool_reconnect_fix
Today
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
merge from PlayerRigUpdate2
Today
Merge from render_pipeline_toggle
Today
Added a way to toggle the Rust Render Pipeline at runtime
Hide ball when pocketed
Miner hat emission fix
Today
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).