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145,855 Commits over 4,444 Days - 1.37cph!

Yesterday
Misc cleanup
Yesterday
Merge: from main
Yesterday
Merge from refactor
Yesterday
Merge from main
Yesterday
Monument info popup progress, polished the framing and buttons flow
Yesterday
smallbackpack WM setup
Yesterday
merge from main
Yesterday
shadow proxy polish on apartment complex b corner module removed some stray floating props shadow casting optimizations on set dressing inside apartment complex b enabled r/w on some pipe segments left out by batching
Yesterday
apartment complex S2P
Yesterday
apartment complex wing prefab tweaks shadow casting off on rooftop barriers
Yesterday
removing left over greybox from apartment core prefab
Yesterday
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
Yesterday
fixed statue collider import options
Yesterday
Fixed subway town square collider Fixed terrain opacity map near subway entrance
Yesterday
Auto fill monument info scriptables based on whats inside the monument prefab
Yesterday
Merge from shield_disconnect_fix
Yesterday
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Yesterday
Typo fix
Yesterday
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
Yesterday
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Yesterday
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Yesterday
Added framework for blocking some items in rentable store inventory
Yesterday
Merge from demo_cfg_frame_0
Yesterday
Adjust timing so this runs after replicated vars are applied
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Don't run the sprint sub system on npc's
Yesterday
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Yesterday
Merge from melee_subsystem_weapons
Yesterday
Some more mild sub system editor speed ups
Yesterday
Bring in both arms on the attack state
Yesterday
Fixed SetParameterLerpAnimatorBehaviour not working
Yesterday
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Yesterday
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Yesterday
Merge from parent
Yesterday
Removed on phone animator state and parameter (now handled by subsystems)
Yesterday
Merge from main
Yesterday
Merge from phone_handle_fix
Yesterday
Fixed phonebooth handset position as well
Yesterday
Add PNG sequence/MP4/Prores demo exporter
Yesterday
Add linear/cubic spline camera math utils/jobs
Yesterday
implement atmopshere volumes (bandit camp fog) in RRP
Yesterday
Add demo controls UI
Yesterday
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
fix AnimalFur shader missing g-buffer stencil write
Yesterday
Fixed RustIconEditor text align buttons not working since the tmp update
Yesterday
Initial keyboard prefab setup + folder organisation - all very WIP
Yesterday
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Yesterday
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
Yesterday
merge from fix_deepsea_teleport_consistent -> main