160,932 Commits over 4,566 Days - 1.47cph!

8 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)
8 Days Ago
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8 Days Ago
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8 Days Ago
Fixed quit button
8 Days Ago
merge from updaterequired_improvements
8 Days Ago
Tweaked wording, translations
8 Days Ago
merge from main -> base_occlusion
8 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
8 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
8 Days Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
8 Days Ago
fix demo export in builds
8 Days Ago
merge from main -> fix_sail_guide_mismatch
8 Days Ago
Add automated tests for placing foundations in rocks
8 Days Ago
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8 Days Ago
tone down eye lid opening bounce
8 Days Ago
Changed "Client update required" kick message wording. Can be translated too
8 Days Ago
merge from skinviewer_waterpurifier_fix
8 Days Ago
merge from tattoos/art_pass
8 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
8 Days Ago
merge from main
8 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
8 Days Ago
merge from main -> ugc_censor_option
8 Days Ago
merge from main -> fix_foundation_clipping_rocks
8 Days Ago
apply tattoo material properties to viewmodel material
8 Days Ago
Update viewmodel arms with UV1 that matches the body UV1
8 Days Ago
adjust hands.male bounds so they don't disappear in the tattoo tpose
8 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
8 Days Ago
8 Days Ago
Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
8 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
8 Days Ago
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8 Days Ago
8 Days Ago
merge from optimize_decay_frame_budget -> main
8 Days Ago
merge from softcore_disable_corpses -> main
8 Days Ago
Merge from npc_phone_debug_fix
8 Days Ago
Fix convar for accessing test NPC phone conversations
8 Days Ago
set up tattoo gun prefabs/anims in tools folder
8 Days Ago
More merge fixes - Codegen
8 Days Ago
Merge fixes
8 Days Ago
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
8 Days Ago
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
8 Days Ago
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8 Days Ago
Fix entering play mode trying to change generate biome/place monument settings
8 Days Ago
simple_creator_v2 -> main
8 Days Ago
main -> character_customisation (breaking)
8 Days Ago
merge from main
8 Days Ago
Compile fix
8 Days Ago
Added new locomotion and vocal sounds to the Seagull anims
8 Days Ago
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes