147,706 Commits over 4,444 Days - 1.38cph!

10 Minutes Ago
fixed statue collider import options
13 Minutes Ago
Fixed subway town square collider Fixed terrain opacity map near subway entrance
27 Minutes Ago
Auto fill monument info scriptables based on whats inside the monument prefab
1 Hour Ago
Merge from shield_disconnect_fix
1 Hour Ago
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
2 Hours Ago
Typo fix
2 Hours Ago
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
3 Hours Ago
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
3 Hours Ago
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3 Hours Ago
Added framework for blocking some items in rentable store inventory
4 Hours Ago
Merge from demo_cfg_frame_0
4 Hours Ago
Adjust timing so this runs after replicated vars are applied
4 Hours Ago
Merge from PlayerRigUpdate2
4 Hours Ago
Don't run the sprint sub system on npc's
5 Hours Ago
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
5 Hours Ago
Merge from melee_subsystem_weapons
5 Hours Ago
Some more mild sub system editor speed ups
5 Hours Ago
Bring in both arms on the attack state
5 Hours Ago
Fixed SetParameterLerpAnimatorBehaviour not working
Today
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Today
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Today
Merge from parent
Today
Removed on phone animator state and parameter (now handled by subsystems)
Today
Merge from main
Today
Merge from phone_handle_fix
Today
Fixed phonebooth handset position as well
Today
Add PNG sequence/MP4/Prores demo exporter
Today
Add linear/cubic spline camera math utils/jobs
Today
implement atmopshere volumes (bandit camp fog) in RRP
Today
Add demo controls UI
Today
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
Today
merge from prototype -> apartment_complex_monument
Today
fix AnimalFur shader missing g-buffer stencil write
Today
Fixed RustIconEditor text align buttons not working since the tmp update
Today
Fixed studiomdl crashing due to recent changes Build 64bit dmxconvert.exe Fixed engine failing to run DMXConvert when there are spaces in path * Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too Remove specific WINVER targets, should all consistently target Win10 now Fix project build warning with Hammer Make StudioMDL errors red color Minor studiomdl cleanups & additions from csgo *Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts * Some better error reporting Increase StudioMDL file buffer from 32MB to 128MB Add a StudioMDL crash check to do with that one DMX model * Probably not an ideal fix, but at least no crash Fixed func_conveyor applying infinity as force HLMV tweaks * Make frame slider taller * Enable Middle Mouse to translate the camera * Fixed error spam if using certain previews before loading a model * Origin Axis can draw without a model * Improve default camera angle (on launch, when no model)
Today
Initial keyboard prefab setup + folder organisation - all very WIP
Today
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Today
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
Today
merge from fix_deepsea_teleport_consistent -> main
small backpack prefab and material setup
Today
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
Today
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
Today
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Today
Update phrases
Today
Change phrase name for apartment breaking in
Today
FlexElements allow negative gaps
Today
Monument info popup baseline
Today
Set display floor number for basement elevator
Today
Set floor display numbers in the apartment elevator shaft
Today
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"