144,499 Commits over 4,413 Days - 1.36cph!

4 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
4 Days Ago
Remove duplicate cdll_int.h in engine.vpc Merge some missing changes from main Reduce alloc size in CGameClient::WriteGameSounds Hacks for P2P * I HATE this Update Steamworks API to version 1.64 Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
4 Days Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
4 Days Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
4 Days Ago
fix 3rd person dart throw
4 Days Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
4 Days Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
4 Days Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
4 Days Ago
Remaining cookies
4 Days Ago
cleanup, compiler fix
4 Days Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
4 Days Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
4 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
4 Days Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
4 Days Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
4 Days Ago
Buildfix: missing files from previous submit
4 Days Ago
Scene backup
4 Days Ago
Neon prefabs to default layer for ref probe purposes.
4 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
4 Days Ago
Thicker door frame for entrance
4 Days Ago
gantry clean textures
4 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
4 Days Ago
fix guard checks for when no player is mounted
4 Days Ago
Entrance a / removed overlapping geo
4 Days Ago
merge from main
4 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
4 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
4 Days Ago
cleanup rocket splash scenario prefab properly
4 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
4 Days Ago
A, B, C lighting prefabs. Layer stuff for remaining interior shells. Scene backup.
4 Days Ago
Removed backfaces from apartment comples b entrance
4 Days Ago
merge from main
4 Days Ago
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
4 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
4 Days Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
4 Days Ago
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
4 Days Ago
Revert previous changes
4 Days Ago
main -> twitchdropsrenderer
4 Days Ago
Merge from main
4 Days Ago
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4 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
4 Days Ago
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
5 Days Ago
Merge from main
5 Days Ago
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5 Days Ago
merge from computer_io_no_passthrough
5 Days Ago
merge from useLegacyWorkbenchInteraction_fix2
5 Days Ago
merge from mortar_prototype
5 Days Ago
merge fom deployable_snapping_fixes_4
5 Days Ago
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again