reporust_rebootcancel

157,971 Commits over 4,566 Days - 1.44cph!

Today
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
Today
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Today
Fixed quit button
Today
merge from updaterequired_improvements
Today
Tweaked wording, translations
Today
merge from main -> base_occlusion
Today
Add fsm graph window for viewing/debugging/editing npc fsms.
Today
fix demo export in builds
Today
merge from main -> fix_sail_guide_mismatch
Today
Add automated tests for placing foundations in rocks
Today
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Today
tone down eye lid opening bounce
Today
Changed "Client update required" kick message wording. Can be translated too
Today
merge from skinviewer_waterpurifier_fix
merge from tattoos/art_pass
Today
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
Today
merge from main
Today
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
Today
merge from main -> ugc_censor_option
Today
merge from main -> fix_foundation_clipping_rocks
apply tattoo material properties to viewmodel material
Update viewmodel arms with UV1 that matches the body UV1
adjust hands.male bounds so they don't disappear in the tattoo tpose
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
Today
Today
Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
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
Today
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Today
merge from optimize_decay_frame_budget -> main
Today
merge from softcore_disable_corpses -> main
Merge from npc_phone_debug_fix
Fix convar for accessing test NPC phone conversations
Today
set up tattoo gun prefabs/anims in tools folder
More merge fixes - Codegen
Merge fixes
Today
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
Today
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
Today
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Fix entering play mode trying to change generate biome/place monument settings
simple_creator_v2 -> main
main -> character_customisation (breaking)
Today
merge from main
Today
Compile fix
Today
Added new locomotion and vocal sounds to the Seagull anims
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes
Today
Merge: from websocket_merge_write - Optim: reduce rustrelay tcp packet overhead Tests: booted local relay server, didn't see errors during streaming
Today
Optim: websocket-sharp - merge header and payloiad into one write - release dll from 8d89ba4 commit This time on correct branch Tests: booted local relay server, didn't see errors during streaming
Today
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget