161,036 Commits over 4,597 Days - 1.46cph!

11 Days Ago
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11 Days Ago
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11 Days Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
11 Days Ago
merge from dynamiclod_parenting_fix
11 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)
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Fixed quit button
11 Days Ago
merge from updaterequired_improvements
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Tweaked wording, translations
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merge from main -> base_occlusion
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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
11 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
11 Days Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
11 Days Ago
fix demo export in builds
11 Days Ago
merge from main -> fix_sail_guide_mismatch
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Add automated tests for placing foundations in rocks
11 Days Ago
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11 Days Ago
tone down eye lid opening bounce
11 Days Ago
Changed "Client update required" kick message wording. Can be translated too
11 Days Ago
merge from skinviewer_waterpurifier_fix
11 Days Ago
merge from tattoos/art_pass
11 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
11 Days Ago
merge from main
11 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
11 Days Ago
merge from main -> ugc_censor_option
11 Days Ago
merge from main -> fix_foundation_clipping_rocks
11 Days Ago
apply tattoo material properties to viewmodel material
11 Days Ago
Update viewmodel arms with UV1 that matches the body UV1
11 Days Ago
adjust hands.male bounds so they don't disappear in the tattoo tpose
11 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
11 Days Ago
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Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
11 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
11 Days Ago
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merge from optimize_decay_frame_budget -> main
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merge from softcore_disable_corpses -> main
11 Days Ago
Merge from npc_phone_debug_fix
11 Days Ago
Fix convar for accessing test NPC phone conversations
11 Days Ago
set up tattoo gun prefabs/anims in tools folder
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More merge fixes - Codegen
11 Days Ago
Merge fixes
11 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
11 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
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Fix entering play mode trying to change generate biome/place monument settings
11 Days Ago
simple_creator_v2 -> main
11 Days Ago
main -> character_customisation (breaking)