136,390 Commits over 4,444 Days - 1.28cph!

42 Days Ago
Compile fix
42 Days Ago
merge from automated_testing
42 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
42 Days Ago
testlist
42 Days Ago
Added RRP support for the dev-only shadow convars
42 Days Ago
merge from main
42 Days Ago
m16a2 update. gamemesh and wip textures
42 Days Ago
exported updated 3p sprint animation
42 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
42 Days Ago
Better bounds
42 Days Ago
Codegen
42 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
42 Days Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
42 Days Ago
Added ball rolling
42 Days Ago
missed file
42 Days Ago
Fixed Linux compile error in dedicated.so
42 Days Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
42 Days Ago
Add drag to the pool ball velocity
42 Days Ago
networking tweaks
42 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
42 Days Ago
merge from mortar_prototype
42 Days Ago
Fix animation handles not being freed on mortars/cannons in demos
42 Days Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
42 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
42 Days Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
42 Days Ago
Power flow debug viz
42 Days Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
42 Days Ago
Only run physics updates if any of the balls have velocity
42 Days Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
42 Days Ago
Merge from unity_6.3.15
42 Days Ago
Merge from main
42 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
42 Days Ago
merge from main
42 Days Ago
merge from wiretool_reconnect_fix
42 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
42 Days Ago
merge from PlayerRigUpdate2
42 Days Ago
Merge from render_pipeline_toggle
42 Days Ago
Added a way to toggle the Rust Render Pipeline at runtime
42 Days Ago
Hide ball when pocketed
42 Days Ago
Miner hat emission fix
42 Days Ago
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b. Reduced spawn chance for apples from 100% to 0.5% on oak_d. Doubled the LOD2 distance for apples (on trees only).
42 Days Ago
Updated the RRP package and made the shadow presets work while RRP is active
42 Days Ago
testlist
42 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
42 Days Ago
Fix held entity sub systems not working in builds (torches)
42 Days Ago
Apply to motorbike driver seat as well
42 Days Ago
Sweapped the snowmobile seats over to use an animation subsystem
42 Days Ago
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
42 Days Ago
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
42 Days Ago
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight) This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)