160,346 Commits over 4,566 Days - 1.46cph!

4 Days Ago
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
4 Days Ago
Merge from spray_anim_fixes
4 Days Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
4 Days Ago
main -> network_lods
4 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
4 Days Ago
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4 Days Ago
Merge from double_anim_event_fix
4 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
4 Days Ago
merge from main
4 Days Ago
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating
4 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
4 Days Ago
Add 50MB zip test case
4 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
4 Days Ago
Tests
4 Days Ago
Codegen
4 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
4 Days Ago
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4 Days Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
4 Days Ago
merge from dynamiclod_parenting_fix
4 Days Ago
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
4 Days Ago
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4 Days Ago
Fixed quit button
4 Days Ago
merge from updaterequired_improvements
4 Days Ago
Tweaked wording, translations
4 Days Ago
merge from main -> base_occlusion
4 Days Ago
Disable some unused Bootil stuff that spits out warnings Reduced compile log noise on Linux Removed unused libraries from lib/ Handle 0 byte model files crashing the game Fixed some compile warnings Linux64 build progress Rename some tool project internal names
4 Days Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
4 Days Ago
fix demo export in builds
4 Days Ago
merge from main -> fix_sail_guide_mismatch
4 Days Ago
Add automated tests for placing foundations in rocks
4 Days Ago
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4 Days Ago
tone down eye lid opening bounce
4 Days Ago
Changed "Client update required" kick message wording. Can be translated too
4 Days Ago
merge from skinviewer_waterpurifier_fix
4 Days Ago
merge from tattoos/art_pass
4 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
4 Days Ago
merge from main
4 Days Ago
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
4 Days Ago
merge from main -> ugc_censor_option
4 Days Ago
merge from main -> fix_foundation_clipping_rocks
4 Days Ago
apply tattoo material properties to viewmodel material
4 Days Ago
Update viewmodel arms with UV1 that matches the body UV1
4 Days Ago
adjust hands.male bounds so they don't disappear in the tattoo tpose
4 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
4 Days Ago
4 Days Ago
Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
4 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in