142,775 Commits over 4,383 Days - 1.36cph!

Just Now
merge from main
11 Minutes Ago
prototype upgrade textures
12 Minutes Ago
Replaced all the old input system calls to use the new input sytem API (113 files)
15 Minutes Ago
Merge from workbench_upgrades
22 Minutes Ago
Added some helpers to standardize mouse scroll and mouse axis deltas as they need to be multiplied by a magic number to feel exactly the same as before
24 Minutes Ago
Entities can now block item moves client side before checking with server. Override for workbench, check client-side for deployables blocking slots too, show error toast if can't insert upgrade because of this.
53 Minutes Ago
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
59 Minutes Ago
Setup clearance for io tablle
1 Hour Ago
early playground layout
1 Hour Ago
Updated binoculars following refresh merge
1 Hour Ago
matched the ak's, blowpipe, blunderbus, bolt rifle and compound bow holster position to main
1 Hour Ago
merge from clearance
2 Hours Ago
Tidy up upgrade icon display in workbench vital now we've got human-made icons
2 Hours Ago
Merge from hierachy_optim
2 Hours Ago
Context menu to cache visual position. Remove ServerCull from visual point transform hierachy. Setup realmedremove, strip the whole visual point hierachy for client+server
2 Hours Ago
NeedsKeyboard cleanup
2 Hours Ago
Updated NeedsKeyboard to work with the new input system
3 Hours Ago
Reapplying meta file changes
3 Hours Ago
Auto update keys.cfg file to use the new names Updated keys_default.cfg
3 Hours Ago
Changed to using the shadow strength directly as the shadow caching flag
3 Hours Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
3 Hours Ago
Potential fix for ghostship scientists endless recursion
3 Hours Ago
CodeGen for adding back Shadow Caching ConVars
3 Hours Ago
exported edited 3p jump anims
3 Hours Ago
FpStandaloneInputModule now inherits InputSystemUIInputModule UI is working
3 Hours Ago
merge from weapon_refresh_salvaged_cleaver
3 Hours Ago
merge from radtown_gate_pink_fix
3 Hours Ago
Updating gloves skinning
3 Hours Ago
Merge from main
3 Hours Ago
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...) Some refactoring
3 Hours Ago
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel - gamephysics/antihack consistency tests pass
3 Hours Ago
Wetsuit female fixes
3 Hours Ago
Merge from workbench_upgrades
3 Hours Ago
Merge from main
3 Hours Ago
Merge from nvidia_options_fix
3 Hours Ago
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
4 Hours Ago
Merge from main
4 Hours Ago
Anim bug fix and general polish pass
4 Hours Ago
merge from main
4 Hours Ago
Reduced noise of peeling paint in XL metal and rust kiosk trims
4 Hours Ago
Merge from main
4 Hours Ago
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
4 Hours Ago
tweaked bed lod values, set texture flags, col tweaks
4 Hours Ago
quick level save before playground area start
5 Hours Ago
placed the new bed prefabs into apartments, removed temp ones
5 Hours Ago
Facepunch.Input adapted to the new input system Getting rid of KeyCode and replacing everything with Key/ButtonControl
5 Hours Ago
tweaking the radtown gate prefab and materials to solve pink shenanigans radtown s2p
5 Hours Ago
merge from main
6 Hours Ago
merge from deepsea_loot_balance
6 Hours Ago
Missed some spawn groups Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor