202,221 Commits over 4,171 Days - 2.02cph!

1 Year Ago
Update vortigaunt model to have EP2 animation preference Fixes EP2 intro scene with alyx and antlions Antlion, Zombie and Fast Zombie models from Episode 2 They have missing animations used in episodes, and appear to be backwards compatible.
1 Year Ago
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1 Year Ago
Fix wolves going very fast
1 Year Ago
Wallpaper now has health and protection (still need to tweak the values)
1 Year Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
1 Year Ago
source tweak for boiler
1 Year Ago
Convert fsm to component
1 Year Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
1 Year Ago
Add initshared and destroyshared to entityComponent
1 Year Ago
sources
1 Year Ago
boiler exhaust sources
1 Year Ago
player model preview handling mountpoint rotation
1 Year Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
1 Year Ago
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1 Year Ago
removed dead code
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
ue_canyon_b meta
1 Year Ago
Only damage wallpaper when hitting the soft-side of the building block
1 Year Ago
fixed rotations on jutting cliffs prefabs
1 Year Ago
Menu UI changes
1 Year Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
1 Year 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
1 Year Ago
temp prefab so we can work on the same scene
1 Year Ago
Simple monuments now registered with tools rather than just groups
1 Year Ago
More merge fixes
1 Year Ago
Refactoring, better deployment checks
1 Year Ago
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1 Year Ago
Merge from Underwater_divesites for latest art changes
1 Year Ago
Merge from temperate_cliff_rework for latest art changes
1 Year Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
1 Year Ago
purge old weekly skins and add new ones
1 Year Ago
Rebuilt native libraries using older Linux version for backwards compatibility
1 Year Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
1 Year 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)
1 Year Ago
Added a new builtin radio station that just plays the fishing village song 24x7
1 Year Ago
Imported UnitySteer
1 Year Ago
Little bit of a start on making a framework for the King to have racing AI
1 Year Ago
New mesh arrow in the HUD points to next target race waypoint
1 Year Ago
Race event starts correctly
1 Year Ago
1 Year Ago
merge from main
1 Year Ago
More colour options
1 Year 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
1 Year 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
1 Year Ago
Handle null and empty results in GetItemDefinitionsWithPrices
1 Year Ago
Added bulb string lights
1 Year Ago
New WaypointRace type
1 Year Ago
Added monument blacklist to world config as well as map tools