140,999 Commits over 4,505 Days - 1.30cph!

Today
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
Today
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
Today
Coverage Queries Renderer Feature
Today
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
Today
Adjusting attachment positions for glass ak color variations
Today
Merge from main
Today
Updating attatchments positions for glass ak
Today
merge from main
Today
merge from woodarmor_skinnable
Today
Merge from main
Today
Merge from main
Today
merge from main
Today
Reduce amount of network groups for rooms
Today
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
Today
Fix mac compile error
Yesterday
Fix compile errors
Yesterday
Send network updates of room behind the door before the door's network update is sent
Yesterday
Merge from main
Yesterday
DLSS support for RRP
Yesterday
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Yesterday
Faster navmesh save and load, smaller save file sizes
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
Yesterday
Fix lingering occlusion (wait 5s before hiding on client) not always working
Yesterday
- Fix missing inspector arguments on character customizer page - Setup tile prefabs - Initial work on Character Preview - Set toggle on character creator page
Yesterday
Wired the DM Tier2 Lootbox gibs to its own material The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke. materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Yesterday
Fix rustnav.setnumthreads bugs
Yesterday
Add gibs to the DM wooden loot crates DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing. All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs). Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one. scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
Yesterday
Fix IsPaused collection-modified exception in RustNavMeshAgent
Yesterday
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
Yesterday
triangulated workshop source for wood armor gloves
Yesterday
Fix character creator page setup
Yesterday
Setup 3 new clan related achievements
Yesterday
different colour variants of glass AR
Yesterday
Fixed Posix compile error * Why doesn't MSVC also throw an error in this case?
Yesterday
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?
Yesterday
- 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
Yesterday
merge from main
Yesterday
Add support to select race
Yesterday
UI - More layout - More styles
Yesterday
Build libs for all platforms
Yesterday
Fix compile errors from the merge
Yesterday
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
Yesterday
Adding hide events for glass ak magazine
Yesterday
Merge navpos
Yesterday
Fix tiger charging forever at the bottom of vine trees
Yesterday
merge from abyss torch updates branch
Yesterday
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...
Yesterday
tweak numbers for generation distances
Yesterday
Glass AR - fixed worldmodel sorting issues with other in game glass objects