161,123 Commits over 4,597 Days - 1.46cph!

3 Months Ago
Add caller info to "MapIO infinite loop" warning (if available) Minor adjustments to detailobject system from CS:GO * No functional changes, just maybe 0.001% faster loading times Draw Lua panels behind main menu when it is open Reduced DMenuBar spacing, removing it from the left side Fixed DToolTip spamming PerformLayout from engine * This was always happening, but was invisible before recent DrawOverlay changes. Now directly call PerformLayout to set/update the size, without going through the engine Fixed DMenuOption spamming InvalidateLayout * Another previously invisible issue * Fixed DLabel:SetDisabled always calling InvalidateLayout(), even when the enabled value did not change. This is consistent with engine Label:SetEnabled behavior Try to make Entity:IsPlayerHolding more reliable Re-export fixed combine soldier player model textures * Fixes green tint from VTFEdit export that I forgot about Experimental error handling for Sandbox spawn concommands * gm_spawn commands give player a notification when they fail, stating the failure reason * This should hopefully help understand why it seems to not work sometimes?
3 Months Ago
- deleted old anim folder - added bespoke animator for subsystem - set up subsystem and curves for one arm/two arm mask and blends - Updated 3p anims with correct prop rotation - re-zero'd rotations in entity prefab - added anim events for sounds - updated viewmodel animator naming
3 Months Ago
merge from main
3 Months Ago
Add support to select race
3 Months Ago
UI - More layout - More styles
3 Months Ago
Build libs for all platforms
3 Months Ago
Fix compile errors from the merge
3 Months Ago
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
3 Months Ago
Adding hide events for glass ak magazine
3 Months Ago
Merge navpos
3 Months Ago
Fix tiger charging forever at the bottom of vine trees
3 Months Ago
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3 Months Ago
merge from abyss torch updates branch
3 Months Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
3 Months Ago
tweak numbers for generation distances
3 Months Ago
Glass AR - fixed worldmodel sorting issues with other in game glass objects
3 Months Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
3 Months Ago
Merge: from vehicle_pooling - Buildfix for BallistaGun
3 Months Ago
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
3 Months Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map
3 Months Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
3 Months Ago
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
3 Months Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Deleted erroneous vm_flashlight prefab
3 Months Ago
Merge: from hackweek_unsafescriptingaccess - New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1) Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
3 Months Ago
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
3 Months Ago
merge from vehicle pooling
3 Months Ago
merge from main
3 Months Ago
a lot more resets for vehicles, undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts. add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
3 Months Ago
worldmodel and static prefabs updated with new model
3 Months Ago
Update: mark UseMultithreadedScripting explicitly defaulted to enabled It kept disabling it despite underlying var being enabled Tests: booted into craggy, looked at var state in console
3 Months Ago
initial pass at reworking how pipes spawn along roads
3 Months Ago
Update: codegen Tests: none
3 Months Ago
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
3 Months Ago
Clean: unify style, add comments Tests: none, trivial changes
3 Months Ago
Merge from launchsiren
3 Months Ago
Fixes
3 Months Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
3 Months Ago
Clean: missed meta file deletion Tests: none, trivial change
3 Months Ago
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests
3 Months Ago
Tiles setup
3 Months Ago
Code support for siren light. Hook up to control computer in the launch site scene/prefab. S2P launch site
3 Months Ago
Merge: from main
3 Months Ago
icon transparency tweaks
3 Months Ago
fixed pools, re-rendred glass ak icon with slight rotation tweaks
3 Months Ago
Update: re-enable the feature for clients as well - add editor only RustNative_Editor - rewrapped the code behind UNITY_ASSERTIONS Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
3 Months Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
3 Months Ago
Skull Wall Torch - added final LOD0 and WIP textures
3 Months Ago
Merge from medical_honey_bandage
3 Months Ago
Merge from main
3 Months Ago
Merge from steam_input