239,531 Commits over 3,837 Days - 2.60cph!

45 Days Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
45 Days 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
45 Days Ago
temp prefab so we can work on the same scene
45 Days Ago
Zoom focuses in on current pos again
45 Days Ago
Oman fog / lighting adjustments
45 Days Ago
Flashlight asset scene implementation
45 Days Ago
refinery map updates
45 Days Ago
ranged sight texture update, and camo progress
45 Days Ago
Simple monuments now registered with tools rather than just groups
45 Days Ago
More merge fixes
45 Days Ago
Refactoring, better deployment checks
45 Days Ago
Shader normal fix
45 Days Ago
Paint dopesheet handles different colors, based on type Fix grid drawing Smooth zoom/pan Scrub bar spans the whole width
45 Days Ago
ComputeBuffer.GetData - 0 count is illegal Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int ) Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
45 Days Ago
Some reorganisation RandomTransition component StateMachineComponentWidget StateMachineEditor skeleton Basic editor view elements https://files.facepunch.com/ziks/2024-08-05/sbox-dev_WBiBOoYKRI.png Basic pointer controls https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4 Don't use state object transform for editor position Get rid of delays in random transitions Experimenting with transitions ImmediateTransition inspector tweaks Transition labels https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png Transition label icons https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png Transition painting tweaks Ctrl+S saves open state machine scene State machine editor display tweaks Simplify transitions, add UI to create states / transitions https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4 Edit transition conditions and actions https://files.facepunch.com/ziks/2024-08-07/sbox-dev_GQ1ItmYoBY.mp4 Helper to add delay condition, display tweaks State machines actually function again Show current state when playing editing live scene https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4 Support for multiple transitions between the same pair of states https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png Add a gradient along transitions, thanks @MaxLebled https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png Add Make Initial State context menu option Moved state machine stuff to Facepunch/sbox-libstates
45 Days Ago
Moved state machine stuff to Facepunch/sbox-libstates
45 Days Ago
Initial commit Get rid of Sandbox.Events references
45 Days Ago
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45 Days Ago
Merge from Underwater_divesites for latest art changes
45 Days Ago
Merge from temperate_cliff_rework for latest art changes
45 Days Ago
added brick_debris_a material
45 Days Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
45 Days Ago
purge old weekly skins and add new ones
45 Days Ago
Rebuilt native libraries using older Linux version for backwards compatibility
45 Days Ago
Update premake.yml Change action runner to ubuntu-20.04
45 Days Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
45 Days Ago
Leaderboard backup, run #13063
45 Days Ago
Group properties by gameobject Draw grid over When box selecting, only change selection when single handle selected Zoom in and out on current play position, rather than cursor position Retain scrolling, only zoom/pan scroll if shift/ctrl dpwn Theme
46 Days 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)
46 Days Ago
Added a new builtin radio station that just plays the fishing village song 24x7
46 Days Ago
Imported UnitySteer
46 Days Ago
Little bit of a start on making a framework for the King to have racing AI
46 Days Ago
New mesh arrow in the HUD points to next target race waypoint
46 Days Ago
46 Days Ago
Race event starts correctly
46 Days Ago
Swap out SpriteTools to Tileset Editor version Update Room Prefabs/Resources to use a Tileset. https://files.facepunch.com/CarsonKompon/2024/August/08_20-21-FinishedSeabird.mp4 Set shadow prefab to Shadows Only Remove old un-needed assets Made door one-way so players can join you when you start a room Various multiplayer-related fixes Fix PlayerInfo NREs when the player connection no longer exists Cap off any unclosed ends with proper directional tiles instead of weird box tiles
46 Days Ago
Blend aoproxies and ssao
46 Days Ago
merge from main
46 Days Ago
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
46 Days Ago
More colour options
46 Days 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
46 Days 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
46 Days Ago
Handle null and empty results in GetItemDefinitionsWithPrices
46 Days Ago
Added bulb string lights
46 Days Ago
New WaypointRace type
46 Days Ago
Added monument blacklist to world config as well as map tools
46 Days Ago
Set monument settings to the world setup defaults if they dont exist in the config
46 Days Ago
Minor fix
46 Days Ago
WaypointRace uses Vector3 instead of Transform
46 Days Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools