160,095 Commits over 4,566 Days - 1.46cph!

10 Minutes Ago
Merge from spray_anim_fixes
11 Minutes Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
37 Minutes Ago
main -> network_lods
41 Minutes Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
43 Minutes Ago
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44 Minutes Ago
Merge from double_anim_event_fix
45 Minutes Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
49 Minutes Ago
merge from main
58 Minutes Ago
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating
1 Hour Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
1 Hour Ago
Add 50MB zip test case
1 Hour Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
1 Hour Ago
Tests
1 Hour Ago
Codegen
1 Hour Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
1 Hour Ago
merge from dynamiclod_parenting_fix
1 Hour Ago
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Fixed quit button
1 Hour Ago
merge from updaterequired_improvements
1 Hour Ago
Tweaked wording, translations
2 Hours Ago
merge from main -> base_occlusion
2 Hours Ago
Disable some unused Bootil stuff that spits out warnings Reduced compile log noise on Linux Removed unused libraries from lib/ Handle 0 byte model files crashing the game Fixed some compile warnings Linux64 build progress Rename some tool project internal names
3 Hours Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
3 Hours Ago
fix demo export in builds
3 Hours Ago
merge from main -> fix_sail_guide_mismatch
3 Hours Ago
Add automated tests for placing foundations in rocks
4 Hours Ago
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4 Hours Ago
tone down eye lid opening bounce
4 Hours Ago
Changed "Client update required" kick message wording. Can be translated too
4 Hours Ago
merge from skinviewer_waterpurifier_fix
5 Hours Ago
merge from tattoos/art_pass
5 Hours Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
5 Hours Ago
merge from main
5 Hours Ago
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
5 Hours Ago
merge from main -> ugc_censor_option
6 Hours Ago
merge from main -> fix_foundation_clipping_rocks
apply tattoo material properties to viewmodel material
Update viewmodel arms with UV1 that matches the body UV1
adjust hands.male bounds so they don't disappear in the tattoo tpose
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
Today
Today
Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
Today
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