142,204 Commits over 4,383 Days - 1.35cph!

Just Now
▇ ▄▄▋▊▊▇▉▄ ▉▋▋▌▋▄▌▉▌ ▍█ ▉▅█▍▊▊ ▇▋▆▆ ▅▇ ▊▌ ▉▄▉ ▅▉▍▆█▋▅▋▄▍ ▄ ▆▊▆▄▆▄
3 Minutes Ago
Fix third person player sounds not working correctly in spectator mode Fix previous commit breaking the cycling order of the camera viewmodes
5 Minutes Ago
Merge from workbench_upgrades
5 Minutes Ago
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s Fixed persona change triggering full friends list rebuild fixes stutters mid game for players with large friend lists
6 Minutes Ago
Set item ownership for bonus items
16 Minutes Ago
removed 4 frames off the 3p SAP reload anim clip to match viewmodel reload timing
32 Minutes Ago
Prisoner hood ragdoll fix
36 Minutes Ago
exported edited pick axe 3p anims
43 Minutes Ago
Dart animation exports on new rig
43 Minutes Ago
Got the new UI set up for the LOD Baker tool to support multiple source meshes
47 Minutes Ago
merge from /mfm (merge from main)
48 Minutes Ago
Codegen, proto gen Manifest
1 Hour Ago
Merge from main Keep source on generated stuff Keep main version of ParticleTestMap Merge automatically: Sceneloader.Monuments.cs, engine.json, InvisibleVendingMachine.cs Bump ApartmentRoom proto to 227 to avoid id collision with Workbench
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Merge from main
1 Hour Ago
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
1 Hour Ago
compile fix - missing debug ifdef around test fixture
1 Hour Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
1 Hour Ago
merge from automated_testing_ocean
1 Hour Ago
Adding in talk animations for general and host gestures
1 Hour Ago
Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
2 Hours Ago
main -> vendingmachine_ui_refresh
2 Hours Ago
merge from main
2 Hours Ago
Merge: from stableobjectcache_taa_nulls - Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it - Bugfix: fix for "Adding null to TransformAccessArray" warning Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
2 Hours Ago
Merge: from main
2 Hours Ago
undo subtract on the correct branch
2 Hours Ago
subtract, these changes were supposed to go on a sub branch :facepalm:
3 Hours Ago
Implement blending between 3 load anims based on angle, remove pitch/IK blend curves until its stable, abstract creating/releasing reload handles
3 Hours Ago
Update(tests): add validation of StableIndexLookup to StressTest Tests: ran unit tests
3 Hours Ago
npc updated animations
3 Hours Ago
Clean: delete StableObjectCache, no longer in use - fixed up const references that I missed Tests: compiles
3 Hours Ago
Update: add missing NativeDisableParallelForRestriction to BasePlayerJobs.RecacheTransforms Tests: none, trivial change
3 Hours Ago
merge from analytics_memory_alloc_optims
3 Hours Ago
Update: rewrite projectile batching to use StableObjectArray instead of StableObjectCache - internal statics are now initialized and cleaned up on client connect/disconenct (+ scripts reload) - had to sprinkle container access checks due to indirection This was the last user of StableObjectCache, will rip it out next Tests: ran unit tests, 2p craggy test with shooting (confirmed fly by effects, ricoches still happen)
3 Hours Ago
Machete inventory sounds added
4 Hours Ago
more info in drag table test
4 Hours Ago
added missing deploy/reload anim events to weapon anim clips
4 Hours Ago
Update: rewriten TriggerParent to use StableObjectArray instead of StableArrayCache - ran codegen - made DisposeInternalState run on assembly reload Tests: built a boat, jumped on off - no issues (except the boat not moving, but a separate bug)
5 Hours Ago
Visual spawn points wb1 test
5 Hours Ago
Bugfix: ensure PlayerTransformsAccess stays in sync with PlayerCache when players are removed - also removed safety if as it's obsolete after recent change to cleanup player before shutting down the server Tests: had 2nd client connect-disconnect to me on Craggy (though technically it's not enough, I'm relying on unit test logic)
5 Hours Ago
merge from main
5 Hours Ago
merge from automated_testing
5 Hours Ago
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets
5 Hours Ago
Added OnBeforeSetUp and OnAfterTearDown. Overriden by RustTextFixture, includes all the entity and item cleanup This makes sure tests arent exploding if we forget to call the base SetUp and Teardown, it was too fragile Updated all tests
6 Hours Ago
Update: StableObjectArray gets GetIndexForSyncRemove to support removing from linked collections - used it to fix TestTransformAccessArraySync Need to update actual game code since it's bugged Tests: ran unit test
6 Hours Ago
Anim updates for tutorial island end cinematic
6 Hours Ago
Merge: from main
6 Hours Ago
merge from main
6 Hours Ago
merge from rfreceiver_freqchange_fix
6 Hours Ago
RFReceiver RFBroadcaster code cleanup