198,677 Commits over 4,140 Days - 2.00cph!

11 Months Ago
Merge from hackweek_optimize_statics
11 Months Ago
set override controller
11 Months Ago
hc revolver updates: - rigged worldmodel - renamed worldmodels with w_ convention - Added unpacked fbx to .worldmodel and setup - Set up .entity with correct model - added 3p override controller - added rough 3p anims
11 Months Ago
Merge from entitymenu_codegen_optimize
11 Months Ago
divesite small b wip
11 Months Ago
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11 Months Ago
Update vortigaunt model to have EP2 animation preference Fixes EP2 intro scene with alyx and antlions Antlion, Zombie and Fast Zombie models from Episode 2 They have missing animations used in episodes, and appear to be backwards compatible.
11 Months Ago
Fix wolves going very fast
11 Months Ago
Wallpaper now has health and protection (still need to tweak the values)
11 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
11 Months Ago
source tweak for boiler
11 Months Ago
Convert fsm to component
11 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
11 Months Ago
Add initshared and destroyshared to entityComponent
11 Months Ago
sources
11 Months Ago
boiler exhaust sources
11 Months Ago
player model preview handling mountpoint rotation
11 Months Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
11 Months Ago
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11 Months Ago
removed dead code
11 Months Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable
11 Months Ago
Add "Browse" button to env_spritetrail in Hammer Fixed Rollermine visuals when it is hacked Error handle invalid spawnlist data Fixed crashes when trying to draw sprite textures Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP Fixed IMaterial:SetVector4D not using float inputs Fixed changelevel crash to do with ragdolls Fixed erroring material in EP1 (Stalker teeth) Update Kleiner and Alyx models Fixes Kleiner's idle animation to be the unique Kleiner one Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations) Dog model with episodic animations This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene. Moved stalker_animations.mdl to overrides folder Merged Eli model with Episodic animations
11 Months Ago
Fixed a copypaste error in edit_sky Fixed crash with threaded addon file access Error handle invalid spawnlist data Fixed crashes when trying to draw sprite textures Fixed changelevel crash to do with ragdolls
11 Months Ago
ue_canyon_b meta
11 Months Ago
Only damage wallpaper when hitting the soft-side of the building block
11 Months Ago
fixed rotations on jutting cliffs prefabs
11 Months Ago
Menu UI changes
11 Months Ago
Initially flush fake data pushed into config for the tool display Ensures every entry has up to date config information
11 Months 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
11 Months Ago
temp prefab so we can work on the same scene
11 Months Ago
Simple monuments now registered with tools rather than just groups
11 Months Ago
More merge fixes
11 Months Ago
Refactoring, better deployment checks
11 Months Ago
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11 Months Ago
Merge from Underwater_divesites for latest art changes
11 Months Ago
Merge from temperate_cliff_rework for latest art changes
11 Months Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
11 Months Ago
purge old weekly skins and add new ones
11 Months Ago
Rebuilt native libraries using older Linux version for backwards compatibility
11 Months Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
11 Months 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)
11 Months Ago
Added a new builtin radio station that just plays the fishing village song 24x7
11 Months Ago
Imported UnitySteer
11 Months Ago
Little bit of a start on making a framework for the King to have racing AI
11 Months Ago
New mesh arrow in the HUD points to next target race waypoint
11 Months Ago
11 Months Ago
Race event starts correctly
11 Months Ago
merge from main
11 Months Ago
More colour options
11 Months 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