193,207 Commits over 4,049 Days - 1.99cph!

9 Months Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable
9 Months Ago
Add "Browse" button to env_spritetrail in Hammer Fixed Rollermine visuals when it is hacked Error handle invalid spawnlist data Fixed crashes when trying to draw sprite textures Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP Fixed IMaterial:SetVector4D not using float inputs Fixed changelevel crash to do with ragdolls Fixed erroring material in EP1 (Stalker teeth) Update Kleiner and Alyx models Fixes Kleiner's idle animation to be the unique Kleiner one Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations) Dog model with episodic animations This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene. Moved stalker_animations.mdl to overrides folder Merged Eli model with Episodic animations
9 Months Ago
Fixed a copypaste error in edit_sky Fixed crash with threaded addon file access Error handle invalid spawnlist data Fixed crashes when trying to draw sprite textures Fixed changelevel crash to do with ragdolls
9 Months Ago
ue_canyon_b meta
9 Months Ago
Only damage wallpaper when hitting the soft-side of the building block
9 Months Ago
fixed rotations on jutting cliffs prefabs
9 Months Ago
Menu UI changes
9 Months Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
9 Months Ago
first pass of drawing players in vehicle mount positions in gizmos - naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
9 Months Ago
temp prefab so we can work on the same scene
9 Months Ago
Simple monuments now registered with tools rather than just groups
9 Months Ago
More merge fixes
9 Months Ago
Refactoring, better deployment checks
9 Months Ago
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9 Months Ago
Merge from Underwater_divesites for latest art changes
9 Months Ago
Merge from temperate_cliff_rework for latest art changes
9 Months Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
9 Months Ago
purge old weekly skins and add new ones
9 Months Ago
Rebuilt native libraries using older Linux version for backwards compatibility
9 Months Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
9 Months Ago
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
9 Months Ago
Added a new builtin radio station that just plays the fishing village song 24x7
9 Months Ago
Imported UnitySteer
9 Months Ago
Little bit of a start on making a framework for the King to have racing AI
9 Months Ago
New mesh arrow in the HUD points to next target race waypoint
9 Months Ago
9 Months Ago
Race event starts correctly
9 Months Ago
merge from main
9 Months Ago
More colour options
9 Months Ago
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments Didn't make a convar for this, it's not really noticeable in normal gameplay https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
9 Months Ago
Added ability to change the colour of mushrooms Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
9 Months Ago
Handle null and empty results in GetItemDefinitionsWithPrices
9 Months Ago
Added bulb string lights
9 Months Ago
New WaypointRace type
9 Months Ago
Added monument blacklist to world config as well as map tools
9 Months Ago
Set monument settings to the world setup defaults if they dont exist in the config
9 Months Ago
Minor fix
9 Months Ago
WaypointRace uses Vector3 instead of Transform
9 Months Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
9 Months Ago
Fixed conversation ending too early
9 Months Ago
The King gets in his car when the race starts. New NPCMounter entity.
9 Months Ago
Decor and monument components will now look at the world config to see if they are listed If listed they will set their values to the overriden values set in the config If disabled they will stop their spawn from happening
9 Months Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
9 Months Ago
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size) Load in config to tools first Setup JsonConverter for spawn filter flags
9 Months Ago
Merge from main -> monument_scenes
9 Months Ago
restored broken codegen files
9 Months Ago
Print cliff defintitions
9 Months Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
9 Months Ago
Coastal cliff material tweaks
9 Months Ago
Fairy lights new colors