142,762 Commits over 4,383 Days - 1.36cph!
Merge from hierachy_optim
Context menu to cache visual position.
Remove ServerCull from visual point transform hierachy.
Setup realmedremove, strip the whole visual point hierachy for client+server
Updated NeedsKeyboard to work with the new input system
Reapplying meta file changes
Auto update keys.cfg file to use the new names
Updated keys_default.cfg
Changed to using the shadow strength directly as the shadow caching flag
Potential fix for "stop can only be called on active agent on navmesh" spawm
Potential fix for ghostship scientists endless recursion
CodeGen for adding back Shadow Caching ConVars
exported edited 3p jump anims
FpStandaloneInputModule now inherits InputSystemUIInputModule
UI is working
merge from weapon_refresh_salvaged_cleaver
merge from radtown_gate_pink_fix
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...)
Some refactoring
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel
- gamephysics/antihack consistency tests pass
Merge from workbench_upgrades
Merge from nvidia_options_fix
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
Anim bug fix and general polish pass
Reduced noise of peeling paint in XL metal and rust kiosk trims
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
tweaked bed lod values, set texture flags, col tweaks
quick level save before playground area start
placed the new bed prefabs into apartments, removed temp ones
Facepunch.Input adapted to the new input system
Getting rid of KeyCode and replacing everything with Key/ButtonControl
tweaking the radtown gate prefab and materials to solve pink shenanigans
radtown s2p
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Colour code handles based on their sub system ownership
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Add support for showing sub systems
Merge from player_model_anim_inspector
Merge from main
Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine
Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
OneShotAnimationSubSystem can now pick from a selection of random animations
Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events
Plays from a selection of animations for each state
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model
Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation