139,418 Commits over 4,352 Days - 1.33cph!

Just Now
fix NRE equipping tank top
Just Now
Updated the Rust.RenderPipeline package and fixed compatibility issues
17 Minutes Ago
Update: skip creating analytics task if analytics is disabled Tests: none, trivial change
20 Minutes Ago
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread It will overlap with server occlusion, which sohuld give it extra time to finish. Tests: none, trivial change
20 Minutes Ago
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
23 Minutes Ago
progress on the damaged wing, vpaint
35 Minutes Ago
Merge from main
37 Minutes Ago
Adjust viewmodel camera lerp time on beancan grenade Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
39 Minutes Ago
Update: replace couple managed accesses with BasePlayer.CachedState Tests: none, trivial change
46 Minutes Ago
Fix junkpiles spawning on sleeping bags
52 Minutes Ago
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1 Hour Ago
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1 Hour Ago
Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
1 Hour Ago
Fix water junk piles spawning too close to water monuments
1 Hour Ago
Added basic support for occlusion culling to indirect instancing
1 Hour Ago
Fixed hack test not correctly skipping single draw renderers
1 Hour Ago
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1 Hour Ago
Various tweaks to Rust Relay config and transport
3 Hours Ago
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
3 Hours Ago
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
3 Hours Ago
Tweaked watchtower placement distance
3 Hours Ago
Adjusting pivot position of trinagle ladder hatch collider mesh
4 Hours Ago
triangle frame
4 Hours Ago
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
4 Hours Ago
armoured ladder hatch triangle frame
4 Hours Ago
corrected suare frame
4 Hours Ago
Skinning fix for krieg hazmat backpack straps
4 Hours Ago
Re-enable RW on 5 meshes used by particle systems
4 Hours Ago
merge from hackweek_server_mesh_cull
5 Hours Ago
progress on the damaged wing, some set dressing
Today
apartment bulding concrete debris prefabs and models
Today
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Today
subsurface birp wrap
Today
Switch to easter event UI Fix exception on egg LOD component
Today
Merge from wiretool_rpcflood_fix
Today
Merge from shipping_container_skin_frames_fix
Today
Merge from storage_box_dlc_corpse_references
Today
Shields now switch to a smaller collider when RMB isn't being held
Today
Merge from auto_particle_cinematics
Today
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Today
Update prefab with latest model, still has issues
Today
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Today
Merge from main
Today
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Today
Remove BuildMapServer test method
Today
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
Today
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
Today
Updating ladder hatch rig fbx
Today
fixed square frame
Today
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API