159,372 Commits over 4,566 Days - 1.45cph!

17 Minutes Ago
tattoo shader fixes - fix player looking hella dead - fix tattoos cappe at 65% opacity also lowered brush max size again, 0.5-3
22 Minutes Ago
added seagull flock mesh, textures and material. created a seagull flock prefab
23 Minutes Ago
network_optims -> main
25 Minutes Ago
Hook missing cow and sheep eating variants, and sheep happy canter
49 Minutes Ago
merge from 3p_idle_throw_grenades_fix
51 Minutes Ago
merge from main
52 Minutes Ago
Set up custom offset in alien costume
53 Minutes Ago
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
1 Hour Ago
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1 Hour Ago
merge from main
1 Hour Ago
Remove support for direct connections to the Rust+ websocket, not used anymore
1 Hour Ago
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
1 Hour Ago
merge from deepsea_unloading
1 Hour Ago
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
1 Hour Ago
codegen fix after merge
1 Hour Ago
Remove unneeded CausedBy function
1 Hour Ago
Renaming and retuning
1 Hour Ago
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
2 Hours Ago
Updating nailgun viewmodel rig with updated mesh
2 Hours Ago
merge from ui_misc_optims
2 Hours Ago
Update supported shaders list
2 Hours Ago
merge from main
2 Hours Ago
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3 Hours Ago
Fixed some store pages referencing assets from other packs, copy pasted leftovers
3 Hours Ago
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims Fixed a few that were out of sync
3 Hours Ago
fix tattoos not showing on first-person legs
3 Hours Ago
Tweaked foundation mortar color
3 Hours Ago
Fix merge conflicts
3 Hours Ago
switch head tattoos to uv0 with shader fix for more consistent resolutions fix ReadOnly attributes
3 Hours Ago
Clean up CBuffer declaration and add some more properties to prevent shader errors.
3 Hours Ago
Scrap king atlas b / foundation tweaks
3 Hours Ago
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
3 Hours Ago
Rotation fix for cow and sheep jump down going forward
3 Hours Ago
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3 Hours Ago
client_controls -> pt_boat_rewrite (broken)
3 Hours Ago
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
3 Hours Ago
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
3 Hours Ago
turret_viewmodels -> pt_boat_turret_rewrite
3 Hours Ago
merge from misc_logging_cleanup
3 Hours Ago
Fix another leak on domain reload
3 Hours Ago
merge from main
3 Hours Ago
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor
3 Hours Ago
Updated Nailgun World Model, View Model and LODS to fix UV issues Reimported Nailgun Textures
4 Hours Ago
biofuel_generator_poolingfix_2 -> main
4 Hours Ago
Dont cut off the stir sound
4 Hours Ago
merge from teleportlos_fix
4 Hours Ago
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
4 Hours Ago
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
4 Hours Ago
Fix more pooling errors with biofuel generator
4 Hours Ago
setup plague hazmat skin targets