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136,894 Commits over 4,474 Days - 1.27cph!

30 Days Ago
Don't run the sprint sub system on npc's
30 Days Ago
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
30 Days Ago
Merge from melee_subsystem_weapons
30 Days Ago
Some more mild sub system editor speed ups
30 Days Ago
Bring in both arms on the attack state
30 Days Ago
Fixed SetParameterLerpAnimatorBehaviour not working
31 Days Ago
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
31 Days Ago
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
31 Days Ago
Merge from parent
31 Days Ago
Removed on phone animator state and parameter (now handled by subsystems)
31 Days Ago
Merge from main
31 Days Ago
Merge from phone_handle_fix
31 Days Ago
Fixed phonebooth handset position as well
31 Days Ago
Add PNG sequence/MP4/Prores demo exporter
31 Days Ago
Add linear/cubic spline camera math utils/jobs
31 Days Ago
implement atmopshere volumes (bandit camp fog) in RRP
31 Days Ago
Add demo controls UI
31 Days Ago
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
31 Days Ago
merge from prototype -> apartment_complex_monument
31 Days Ago
fix AnimalFur shader missing g-buffer stencil write
31 Days Ago
Fixed RustIconEditor text align buttons not working since the tmp update
31 Days Ago
Initial keyboard prefab setup + folder organisation - all very WIP
31 Days Ago
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
31 Days Ago
merge from fix_deepsea_teleport_consistent -> main
31 Days Ago
small backpack prefab and material setup
31 Days Ago
Speculative fix for players not consistently being teleported into the deep sea - grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
31 Days Ago
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
31 Days Ago
Update phrases
31 Days Ago
Change phrase name for apartment breaking in
31 Days Ago
FlexElements allow negative gaps
31 Days Ago
Monument info popup baseline
31 Days Ago
Set display floor number for basement elevator
31 Days Ago
Set floor display numbers in the apartment elevator shaft
31 Days Ago
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
31 Days Ago
Ridable horse prefab
31 Days Ago
Add icons for elevator floors
31 Days Ago
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
31 Days Ago
update apartment_complex_monument/prototype
31 Days Ago
Update test lists
31 Days Ago
merge from prototype -> apartment_complex_monument
31 Days Ago
merge from main -> apartment_complex_monument
31 Days Ago
merge from lockpick -> apartment_complex_monument/prototype
31 Days Ago
merge from cannon_mortar_subsystems
31 Days Ago
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
31 Days Ago
Glowing wallpapers - texture updates
31 Days Ago
Lighting prefab
31 Days Ago
merge from fix_server_browser_compression/http_clien -> main
31 Days Ago
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
31 Days Ago
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
31 Days Ago
Loot ground scatter now has additional checks