138,724 Commits over 4,324 Days - 1.34cph!

2 Years Ago
Do not destroy dynamic material created by surface.SetMaterial To see if this was the cause of crashes for some ppl Check for activator validity in CGameUI::Deactivate Maybe there's was crash there that is fixed now. Performance improvements with usages of CNavArea
2 Years Ago
Harbor 1 scene cleanup Finalized ground meshes
2 Years Ago
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2 Years Ago
Fixed vendor clusters not opening in marketplace
2 Years Ago
Fixed the color check when updating nameplates text color
2 Years Ago
Don't show server wide event toasts to players on tutorial island
2 Years Ago
player update. edited satchel/timed explosive entitys so the player holds them correctly
2 Years Ago
Fixed upgrade base tutorial step incrementing incorrectly when the player switches between wood and legacy wood skins
2 Years Ago
player update. holdtype syringe override controller updated with latest idle pose
2 Years Ago
Add analytics to track tutorials started, completed and quit mid-way If quitting, track which mission was currently active debug.completetutorial is now admin only, new convar debug.quittutorial is accessible to everyone
2 Years Ago
Store Modal Overlay styling and animation, store header image
2 Years Ago
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2 Years Ago
player update. holdtype wire override controller updated with latest idle pose.
2 Years Ago
Fixed unnecesary nameplate vischecks when you're not in a team
2 Years Ago
Added ESPCanvas.DisplayDistanceMultiplier replicated convar, allowing servers to modify the distance at which nameplates become visible
2 Years Ago
player update. edited small water bottle entity bottle position so the player holds it correctly
2 Years Ago
player update. using updated idle pose on keycard holdtype override controller and updated generic deploy prefab to use r_prop
2 Years Ago
Hide screens if the player is not authed
2 Years Ago
merge from main
2 Years Ago
merge from tutorial_island
2 Years Ago
Re-enable copyLocalPlayer convar
2 Years Ago
Added the following editor only cinematic tools that already exist on cinematic (will cause conflicts when merging to media_projects, will fix that next): LODStripper MaterialDumper PlayerCopyTool SceneCameraLock
2 Years Ago
Protocol++
2 Years Ago
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2 Years Ago
Remove commented code
2 Years Ago
Merge store-ui -> main
2 Years Ago
NPC angry anim tweaks. Updated NPC seed number
2 Years Ago
Fix for more skinviewer skins that we're showing up in some situations
2 Years Ago
Fixed DLC store 2D icons
2 Years Ago
Fixed 3D pack icons not stretching anymore
2 Years Ago
Fixed invisible Tomaha in skin viewer when in-game
2 Years Ago
Merge from main
2 Years Ago
Fixed some skin models not showing up when using the item store in-game. Except Tomaha, which us being difficult.
2 Years Ago
Ensured clusters can be expanded when marketplace is open (Still some issues)
2 Years Ago
Add WasHit parameter to tutorial npc Force the tutorial npc player model to always use the same player seed (12345!)
2 Years Ago
Add server.tutorialEnabled convar, defaults to true, if false players will not be prompted to start the tutorial and will not be able to start a new tutorial
2 Years Ago
SingleVendor now uses IComparable List sorts accordions to the bottom
2 Years Ago
Less UI edge fade (skin viewer)
2 Years Ago
Merge main -> store-ui
2 Years Ago
Remove old tutorial gestures (no longer used, we have a standalone tutorial animator now)
2 Years Ago
SkinViewer lighting polish
2 Years Ago
Removed useless logs
2 Years Ago
Fixed IconRender scene requiring craggy to be loaded previously for proper lighting
2 Years Ago
Re-enabled pooling
2 Years Ago
Fixed NRE issues with boat vendor
2 Years Ago
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2 Years Ago
Generating points on the fly instead of caching them Fixed a few edge cases when snapping from one wall to another Restricted to walls
2 Years Ago
Pass prefab import context into DoPrepare but didn't end up speeding up imports or builds
2 Years Ago
Apply `IDoPrepare` interface to all components with the reflection "DoPrepare" Change `Rust.Editor.ForceLabel()` to not save the asset (you can't save to disk when importing) Remove all "SavePrefabAsset()" calls inside `DoPrepare()` methods Remove all `SetDirty()` calls inside `DoPrepare()`
2 Years Ago
See if we can skip the "PreparePrefabs" part of build process by moving prefab processing from build step -> import step - add AssetPostprocessor to call "DoPrepare" methods while assets are being imported - add IDoPrepare interface to replce the reflection based method