244,602 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
1 Year Ago
Added boat position to boatdriftinfo convar
1 Year Ago
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1 Year Ago
Merge from airpatch_media
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs Try to setup shadows with procedural rendering but it has shader error
1 Year Ago
Fixed broken parsing of player names on in-game twitch rivals trophy UI
1 Year Ago
Merge from heli_flares. (F15 FX update)
1 Year Ago
F15 flare iteration to bring it more in line with the choppers.
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Full manifest rebuild
1 Year Ago
Added a text filter to the loadout tab of the rust editor window WIll always show the currently selected loadout regardless of filter
1 Year Ago
Merge Main -> Save241
1 Year Ago
Rearrange some classes around Store UVs in compute buffer (but they don't exactly work)
1 Year Ago
Merge Main -> Experimental
1 Year Ago
New boatdriftinfo convar gets info on shore drift status for all boats on the map (and why they have or haven't drifted)
1 Year Ago
A player now has to be on a solid surface to equip something in the backpack slot Includes a translated toast if the player attempts this to explain the restriction Being seated in a vehicle or standing in the back of a scrap transport helicopter counts as a solid surface
1 Year Ago
Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
1 Year Ago
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
v_mp5: various updates (see commit comment) • added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon. • added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag. • video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4 • fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this • added camera animation to deploy & reload • improved reload animation
1 Year Ago
Merge Attack Helicopter -> Main
1 Year Ago
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1 Year Ago
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1 Year Ago
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
1 Year Ago
progress
Leaderboard backup, run #5420
1 Year Ago
Only enable procedural instancing keyword on materials used with instancing Fix multi compile in the wrong place in the shader Fix instancing keywords not being present in the instanced rendering method "Clean" up the shader a bit
1 Year Ago
add waterworld
1 Year Ago
Merge from heli_flares
1 Year Ago
Merge from main
1 Year Ago
Naming consistency.
1 Year Ago
AH Flare prefabs
1 Year Ago
merge from code
1 Year Ago
merge from main
1 Year Ago
code baseline
1 Year Ago
added launcher .item, prefab updates
1 Year Ago
file name updates
1 Year Ago
prefab updates
1 Year Ago
Include points & group in completion result
1 Year Ago
NavMeshAgent NRE fix
1 Year Ago
launcher prefab updates, added .viewmodel prefab (WIP)
1 Year Ago
Fix shader for procedural rendering, verticies and indicies seem right now
1 Year Ago
launcher file/folder setup and edits, base vm rig files & .entity holdtype
1 Year Ago
Enable nullables, treat all nullability warnings as errors
1 Year Ago
Add WarningsAsErrors support for projects Supports a list of errors (e.g. `CS8613;CS8601;CS8625`). Does not support the `nullable` shorthand yet because of a .NET issue (would need to expand manually, which is messy)
1 Year Ago
Latest changes