142,925 Commits over 4,383 Days - 1.36cph!

Yesterday
merge from main
Yesterday
prototype upgrade textures
Yesterday
Replaced all the old input system calls to use the new input sytem API (113 files)
Yesterday
Merge from workbench_upgrades
Yesterday
Added some helpers to standardize mouse scroll and mouse axis deltas as they need to be multiplied by a magic number to feel exactly the same as before
Yesterday
Entities can now block item moves client side before checking with server. Override for workbench, check client-side for deployables blocking slots too, show error toast if can't insert upgrade because of this.
Yesterday
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
Yesterday
Setup clearance for io tablle
Yesterday
early playground layout
Yesterday
Updated binoculars following refresh merge
Yesterday
matched the ak's, blowpipe, blunderbus, bolt rifle and compound bow holster position to main
Yesterday
merge from clearance
Yesterday
Tidy up upgrade icon display in workbench vital now we've got human-made icons
Yesterday
Merge from hierachy_optim
Yesterday
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
Yesterday
NeedsKeyboard cleanup
Yesterday
Updated NeedsKeyboard to work with the new input system
Yesterday
Reapplying meta file changes
Yesterday
Auto update keys.cfg file to use the new names Updated keys_default.cfg
Yesterday
Changed to using the shadow strength directly as the shadow caching flag
Yesterday
Potential fix for "stop can only be called on active agent on navmesh" spawm
Yesterday
Potential fix for ghostship scientists endless recursion
Yesterday
CodeGen for adding back Shadow Caching ConVars
Yesterday
exported edited 3p jump anims
Yesterday
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from radtown_gate_pink_fix
Yesterday
Updating gloves skinning
Yesterday
Merge from main
Yesterday
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
Yesterday
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
Yesterday
Wetsuit female fixes
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from main
Yesterday
Merge from nvidia_options_fix
Yesterday
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
Yesterday
Merge from main
Yesterday
Anim bug fix and general polish pass
Yesterday
merge from main
Yesterday
Reduced noise of peeling paint in XL metal and rust kiosk trims
Yesterday
Merge from main
Yesterday
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
Yesterday
tweaked bed lod values, set texture flags, col tweaks
Yesterday
quick level save before playground area start
Yesterday
placed the new bed prefabs into apartments, removed temp ones
Yesterday
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
Yesterday
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
Yesterday
merge from main
Yesterday
merge from deepsea_loot_balance
Yesterday
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor