142,753 Commits over 4,383 Days - 1.36cph!
CodeGen for adding back Shadow Caching ConVars
exported edited 3p jump anims
FpStandaloneInputModule now inherits InputSystemUIInputModule
UI is working
merge from weapon_refresh_salvaged_cleaver
merge from radtown_gate_pink_fix
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...)
Some refactoring
Rewrite MitigateSphereCapsuleCommands to run both capsule/sphere commands in parallel
- gamephysics/antihack consistency tests pass
Merge from workbench_upgrades
Merge from nvidia_options_fix
Added the Rust.DLSS namespace back to the DisableIfDlssNotSupported script to fix a compile error
Anim bug fix and general polish pass
Reduced noise of peeling paint in XL metal and rust kiosk trims
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
tweaked bed lod values, set texture flags, col tweaks
quick level save before playground area start
placed the new bed prefabs into apartments, removed temp ones
Facepunch.Input adapted to the new input system
Getting rid of KeyCode and replacing everything with Key/ButtonControl
tweaking the radtown gate prefab and materials to solve pink shenanigans
radtown s2p
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Colour code handles based on their sub system ownership
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Add support for showing sub systems
Merge from player_model_anim_inspector
Merge from main
Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine
Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
OneShotAnimationSubSystem can now pick from a selection of random animations
Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events
Plays from a selection of animations for each state
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model
Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation
Setup new binocular shader: lens distortion, fresnel and glare
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Don't run upkeep for non-rented apartments
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Fixed some pooling issues when going in and out of range of animators running sub systems
Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model
Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player
Didn't make a matching dismount version as we don't have the same problem when leaving network range
▊▆▌█▍▆ ▉▊▆▌ ▊▊▌▅▊▇▍▄▅▌▆▉▋▆▌█▌▉█▄▌
▊▊█▄ ▄█▊▊▍▅▆▄ █▄▆▄▄▋▅▅▍ ▄█▉▊▅▅▇▌█▅ ▄▆▅▌▇
merge from fix_c4_deployable_damage -> main