142,856 Commits over 4,383 Days - 1.36cph!

Today
Changed to using the shadow strength directly as the shadow caching flag
Today
Potential fix for "stop can only be called on active agent on navmesh" spawm
Today
Potential fix for ghostship scientists endless recursion
Today
CodeGen for adding back Shadow Caching ConVars
Today
exported edited 3p jump anims
Today
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
Today
merge from weapon_refresh_salvaged_cleaver
Today
merge from radtown_gate_pink_fix
Today
Updating gloves skinning
Today
Merge from main
Today
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
Today
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
Wetsuit female fixes
Today
Merge from workbench_upgrades
Today
Merge from main
Today
Merge from nvidia_options_fix
Today
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
Today
Merge from main
Today
Anim bug fix and general polish pass
Today
merge from main
Today
Reduced noise of peeling paint in XL metal and rust kiosk trims
Today
Merge from main
Today
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
Today
tweaked bed lod values, set texture flags, col tweaks
Today
quick level save before playground area start
Today
placed the new bed prefabs into apartments, removed temp ones
Today
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
Today
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
Today
merge from main
Today
merge from deepsea_loot_balance
Today
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Today
Fixed tropical islands spawngroups respawning loot on top of each other
Today
Colour code handles based on their sub system ownership
Today
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Today
Add support for showing sub systems
Today
Reset the chair tester
Today
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
Yesterday
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
Yesterday
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Yesterday
Fix animation assignments being backwards, disable pitch curve for now.
Yesterday
Show server country codes. This time taken via geolocation
Yesterday
Setup new binocular shader: lens distortion, fresnel and glare
Yesterday
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Yesterday
Updated eyelash material
Yesterday
Don't run upkeep for non-rented apartments
Yesterday
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Yesterday
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range