136,224 Commits over 4,444 Days - 1.28cph!

2 Months Ago
workshop and emission toggle HDR potential fix (for efurnace)
2 Months Ago
Added new input system package
2 Months Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
2 Months Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
2 Months Ago
Tone down the emoji scale
2 Months Ago
Fix emoji picker being hidden underneath the stats menu
2 Months Ago
- FIx emoji overlay being offscreen - FIx emojis not being rendered correctly in the shop name input box
2 Months Ago
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
2 Months Ago
Fix dragging item being stuck on the screen when closing the vending admin UI
2 Months Ago
merge main -> rust_relay_server
2 Months Ago
Fix existing sell order on modify clicked NRE
2 Months Ago
Add support to seperate different skins into seperate vending listings. Eg you can sell a skinned ak in a different listing than a regular AK. This is optional and can be toggled on a machine by machine basis in the new UI.
2 Months Ago
Updating heavy plate armour skinning
2 Months Ago
setup AK to use flatback charms, setup backpack with flatback variant
2 Months Ago
pooltable_and_dartboard_models -> game_room_dlc
2 Months Ago
main -> game_room_dlc
2 Months Ago
Updating knight armour helmet skinning
2 Months Ago
move missing file
2 Months Ago
Merge from main
2 Months Ago
merge from tincanalarm_v2
2 Months Ago
Cant open tin can alarm when building blocked
2 Months Ago
Removed unknown region log spam in editor
2 Months Ago
Clean: projectiles now internally iterate over their cache rather than instance list Tests: unit tests, 2p on craggy
2 Months Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Months Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
2 Months Ago
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs - General cleanup of the code - Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim - Remove some garbage allocs in AnimationEvents - In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
2 Months Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
merge from automated_testing
2 Months Ago
Merge from industrial_crafter
2 Months Ago
Craft speed multiplier fix. Pool fix
2 Months Ago
Cleanup
2 Months Ago
add engineer reinforced upgrades
2 Months Ago
added shelf to tier 3 updated upgrade positions updated reinforced position to accomade the extra fbx - also adjusted the gibs
2 Months Ago
Optimised test runner window OnGUI stack Editor test runs are faster
2 Months Ago
adding an industrial crafter test setup save
2 Months Ago
updated tier 2 upgrade placement positions also added a shelf to the tier2 workbench so it can more closely match the concept
2 Months Ago
2 Months Ago
custom editor for attachments to help joint config
2 Months Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
2 Months Ago
Update: ensure projectile stable indices are packed This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level Tests: unit tests + shot around player with 2 clients connected
2 Months Ago
Made the LODBakerTest script compatible with the new Bake functions arguments
2 Months Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
2 Months Ago
updted upgrade placements for engineer and workbench tier 1
2 Months Ago
M39 - Deleted duplicate overrride controller - Hooked up aim firing anim correctly
2 Months Ago
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
2 Months Ago
Merge from parent
2 Months Ago
deleted duplicate 3p spas anims
2 Months Ago
moved l96 holdtype to correct folder