136,209 Commits over 4,444 Days - 1.28cph!

2 Months Ago
Potential fix for ghostship scientists endless recursion
2 Months Ago
CodeGen for adding back Shadow Caching ConVars
2 Months Ago
exported edited 3p jump anims
2 Months Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
2 Months Ago
merge from weapon_refresh_salvaged_cleaver
2 Months Ago
merge from radtown_gate_pink_fix
2 Months Ago
Updating gloves skinning
2 Months Ago
Merge from main
2 Months Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
2 Months Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
2 Months Ago
Wetsuit female fixes
2 Months Ago
Merge from workbench_upgrades
2 Months Ago
Merge from main
2 Months Ago
Merge from nvidia_options_fix
2 Months Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
2 Months Ago
Merge from main
2 Months Ago
Anim bug fix and general polish pass
2 Months Ago
merge from main
2 Months Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
2 Months Ago
Merge from main
2 Months Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
2 Months Ago
tweaked bed lod values, set texture flags, col tweaks
2 Months Ago
quick level save before playground area start
2 Months Ago
placed the new bed prefabs into apartments, removed temp ones
2 Months Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
2 Months Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
2 Months Ago
merge from main
2 Months Ago
merge from deepsea_loot_balance
2 Months Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
2 Months Ago
Fixed tropical islands spawngroups respawning loot on top of each other
2 Months Ago
Colour code handles based on their sub system ownership
2 Months Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
2 Months Ago
Add support for showing sub systems
2 Months Ago
Reset the chair tester
2 Months Ago
Merge from player_model_anim_inspector
2 Months Ago
Merge from parent
2 Months Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
2 Months Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
2 Months Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
2 Months Ago
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
2 Months Ago
Fix animation assignments being backwards, disable pitch curve for now.
2 Months Ago
Show server country codes. This time taken via geolocation
2 Months Ago
Setup new binocular shader: lens distortion, fresnel and glare
2 Months Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
2 Months Ago
Updated eyelash material
2 Months Ago
Don't run upkeep for non-rented apartments
2 Months Ago
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
2 Months Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
2 Months Ago
merge from fix_c4_deployable_damage -> main
2 Months Ago
Fix C4 & satchels doing 2x damage to the deployable it's attached to - was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding) - fixed by skipping splash damage on the entity it's attached to so it only does direct damage