136,178 Commits over 4,444 Days - 1.28cph!

2 Months Ago
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
2 Months Ago
Setup remaining item->visual links
2 Months Ago
Updating tank top skinning
2 Months Ago
Updating skinning for male underwear
2 Months Ago
merge main -> rust_server_relay
2 Months Ago
merge from main
2 Months Ago
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
2 Months Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
2 Months Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
2 Months Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
2 Months Ago
Added a TwoAnimBlend example
2 Months Ago
Add general fade in/out support
2 Months Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
2 Months Ago
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
2 Months Ago
Industrial Autoturret - GIBs, icon, prefab setup
2 Months Ago
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Allow elevator cables to update while offscreen
2 Months Ago
added and created lods for both prototype and defensive upgrades. updated visual prefabs
2 Months Ago
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
2 Months Ago
Merge from heldentity_preprocess_fix
2 Months Ago
Fix NRE in HeldEntity.PreProcess
2 Months Ago
Merge from 3p_spectator_improvements
2 Months Ago
Merge from main
2 Months Ago
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
2 Months Ago
Add teleport anchors to the apartment rooms
2 Months Ago
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code
2 Months Ago
defensive and prototype upgrade mesh and wip textures added
2 Months Ago
Fix upkeep calculations not being correct & persist reference to terminal across restarts
2 Months Ago
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor
2 Months Ago
Add collider for upkeep terminal
2 Months Ago
Apartment complex b roof fixes
2 Months Ago
Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
2 Months Ago
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
2 Months Ago
Update manifest
2 Months Ago
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
2 Months Ago
Add upkeep terminals to all the apartment rooms
2 Months Ago
Merge from viewmodel_early_disable_fix
2 Months Ago
Applied to other grenade types, bandage and medical syringe
2 Months Ago
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
2 Months Ago
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
2 Months Ago
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
2 Months Ago
Tiny rename
2 Months Ago
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
2 Months Ago
Reprocess apartment upkeep terminal prefab
2 Months Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
2 Months Ago
Include the code we removed when splitting into files
2 Months Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
2 Months Ago
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
2 Months Ago
Start making upkeep terminal entity for apartments