141,026 Commits over 4,505 Days - 1.30cph!

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
Yesterday
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Yesterday
Merge: from vehicle_pooling - Buildfix for BallistaGun
Yesterday
Buildfix: wrap Ballista private members in relevant mode guards Tests: ran compile test
Yesterday
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Yesterday
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Yesterday
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Yesterday
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
Yesterday
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
Yesterday
Update: grab binaries from the merged PR - addesses review feedback, functionality is same Tests: ran unit tests on Win
Yesterday
merge from vehicle pooling
Yesterday
merge from main
Yesterday
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)
Yesterday
worldmodel and static prefabs updated with new model
Yesterday
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
Yesterday
initial pass at reworking how pipes spawn along roads
Yesterday
Update: codegen Tests: none
Yesterday
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
Yesterday
Clean: unify style, add comments Tests: none, trivial changes
Yesterday
Merge from launchsiren
Yesterday
Fixes
Yesterday
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Yesterday
Clean: missed meta file deletion Tests: none, trivial change
Yesterday
Update: move UnsafeScriptingAccess to Facepunch.Unity - add unit tests - delete old TLStest and it's scene Tests: ran unit tests