142,762 Commits over 4,383 Days - 1.36cph!

15 Minutes Ago
Merge from hierachy_optim
22 Minutes Ago
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
23 Minutes Ago
NeedsKeyboard cleanup
23 Minutes Ago
Updated NeedsKeyboard to work with the new input system
25 Minutes Ago
Reapplying meta file changes
27 Minutes Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
27 Minutes Ago
Changed to using the shadow strength directly as the shadow caching flag
28 Minutes Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
31 Minutes Ago
Potential fix for ghostship scientists endless recursion
43 Minutes Ago
CodeGen for adding back Shadow Caching ConVars
43 Minutes Ago
exported edited 3p jump anims
44 Minutes Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
48 Minutes Ago
merge from weapon_refresh_salvaged_cleaver
48 Minutes Ago
merge from radtown_gate_pink_fix
49 Minutes Ago
Updating gloves skinning
52 Minutes Ago
Merge from main
54 Minutes Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
56 Minutes Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
59 Minutes Ago
Wetsuit female fixes
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Merge from main
1 Hour Ago
Merge from nvidia_options_fix
1 Hour Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
1 Hour Ago
Merge from main
1 Hour Ago
Anim bug fix and general polish pass
1 Hour Ago
merge from main
1 Hour Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
1 Hour Ago
Merge from main
2 Hours Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
2 Hours Ago
tweaked bed lod values, set texture flags, col tweaks
2 Hours Ago
quick level save before playground area start
2 Hours Ago
placed the new bed prefabs into apartments, removed temp ones
3 Hours Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
3 Hours Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
3 Hours Ago
merge from main
4 Hours Ago
merge from deepsea_loot_balance
4 Hours Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
4 Hours Ago
Fixed tropical islands spawngroups respawning loot on top of each other
4 Hours Ago
Colour code handles based on their sub system ownership
5 Hours Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
5 Hours Ago
Add support for showing sub systems
5 Hours Ago
Reset the chair tester
5 Hours Ago
Merge from player_model_anim_inspector
Today
Merge from parent
Today
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
Today
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
Today
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Today
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Today
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation