243,174 Commits over 3,898 Days - 2.60cph!

21 Days Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
21 Days Ago
Fix bounds checks when editing world Freeze player when spawning, save position when quitting
21 Days Ago
Implement CastBodyMultiple for trace body run all
21 Days Ago
assault rifle minigun bolt action rifle
21 Days Ago
de_refinery updates
21 Days Ago
added brick_debris_a2 blend updated some existing sbox.game assets
21 Days Ago
Fix wolves not comming to help their allies under some cirumstances
21 Days Ago
Prevent NRE from playing delayed reload sound Prevent NRE in PlayerPawn DamageTakenEvent handler We can network component references automatically now, don't need this Tweak position of usp muzzle points Fallback to random SpawnPoint if none match, prevents possible out of range lookup
21 Days Ago
Basic persistence
21 Days Ago
Fix possible NRE when exiting scene
21 Days Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
21 Days Ago
exported metal shield world model anims
21 Days Ago
Update package totals periodically Getting package type list is faster Move contest settings Package type list Can edit package types
21 Days Ago
Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.)
21 Days Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
21 Days Ago
Box component with razor attributes Box modifier documentation
21 Days Ago
Fix Trace.Body not using start rotation
21 Days Ago
Fix warnings
21 Days Ago
Fix warnings
21 Days Ago
Fix warning
21 Days Ago
Link to steam profile, show gamerscore on profile User page titles
21 Days Ago
updated textures
21 Days Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
21 Days Ago
playerupdate. player animtion controller updated with correct anim clips
21 Days Ago
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
21 Days Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
21 Days Ago
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21 Days Ago
Fix wolves absolutely wrecking cars with their attacks
21 Days Ago
Clean Profile pages use custom urls from Steam Can hide public profile (follows steam) Comments link to user page User achievements page
21 Days Ago
setting up metal shield viewmodel anims
21 Days Ago
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21 Days Ago
Initial Assets have colors Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Asset type picker Renames, deletes, duplicates handled by IAssetListEntry Clean up Implement `t:vmdl`/`t:vmat`/etc. and filters Implement Everything & Recents Cloud browser uses facets to select type - hide picker on search bar Fix warnings
21 Days Ago
reinforced wood shield world model
21 Days Ago
merge from main
21 Days Ago
hub page
21 Days Ago
Cloud browser uses facets to select type - hide picker on search bar
21 Days Ago
Update: don't trample on existing defines when changing mode switches Saves a bit of time when working with Performance Framework Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
21 Days Ago
Add Input.config Fix warnings
21 Days Ago
Create LICENSE
21 Days Ago
Create README.md
21 Days Ago
Document LoadOrigin
21 Days Ago
modular car style suspensions for battering ram and skateboard
21 Days Ago
merge from main
21 Days Ago
Compile fixes
21 Days Ago
BatteringRam now inherits from GroundVehicle
21 Days Ago
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21 Days Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
21 Days Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
22 Days Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before