144,543 Commits over 4,413 Days - 1.36cph!
merge from mortar_prototype
Fix animation handles not being freed on mortars/cannons in demos
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
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adding models and final prefab for the nova apartments sign
added renderer batch on new bench prefabs
some tweaks to scene
Only run physics updates if any of the balls have velocity
Fix for new head hierarchy
Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
Added some mint ddraw and debug commands to help debugging circuits
merge from wiretool_reconnect_fix
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
merge from PlayerRigUpdate2
Merge from render_pipeline_toggle
Added a way to toggle the Rust Render Pipeline at runtime
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b.
Reduced spawn chance for apples from 100% to 0.5% on oak_d.
Doubled the LOD2 distance for apples (on trees only).
Updated the RRP package and made the shadow presets work while RRP is active
Better fix, also fixes first frame of weapon being held not looking correct
Fix held entity sub systems not working in builds (torches)
Apply to motorbike driver seat as well
Sweapped the snowmobile seats over to use an animation subsystem
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight)
This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0
Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though)
Fixed telephone reference on OverrideAnimationSubSystem
Fixed most subsystems not fading out properly on disable
Fix battery charging issue with closed loop circuits
Fixed batteries not considered as sources when building the evaluation order
Fixed player body being visible in first person
Merge from codegen_refresh_fix
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh
No longer need to alt tab out of the editor and back in to compile after running codegen
Keeps legacy behaviour when running in batch mode, let's not mess with builds
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off
Will re-enable the mesh after 10-15 minutes if no players are within 100m
Added debug.respawnallsmashables that respawns all of the smashable objects instantly
Implemented on CarPrefab
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
Updated all ddraw command help texts to match with the actually used arguments
Fixed ddraw.arrow line ztest and distance fade inconsistency (would not respect command arguments)
https://files.facepunch.com/raul/1b1211b1/ddraw_arrow_ztest_inconsistency_.png
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Added parenting support to ddraw (assign an entityID to the command), position and rotation behave like local coordinates
Backward compatible with ddraw.use_instancing false (supports all; line, arrow, sphere, capsule, text and box)
https://files.facepunch.com/raul/1b1211b1/12_22-53-BiodegradableGalapagoshawk.mp4
Make GHA use correct script for 64bit luajit
Fix steamworks.GetDownloadedItems returning nothing sometimes
* When subbed item count == downloaded item count
Copy over LuaJit from x86-64, publish launcher EXEs
Resolve some pointer truncation issues for 64 bit builds
Minor merges from x86-64
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Fixed a number of 64bit compile warnings
More 64bit compile warning fixes
More compile warning fixes & TF2 SDK merges
More 64bit merges & fixes
HQM collectable
Rare jungle spawn only (Make Jungle Great Again)
https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
merge from iolines_shader_fix