144,568 Commits over 4,413 Days - 1.36cph!

11 Minutes Ago
merge from automated_testing
12 Minutes Ago
Missed one
16 Minutes Ago
merge from automated_testing
17 Minutes Ago
Editor only codegen, codegen
23 Minutes Ago
merge from automated_testing
24 Minutes Ago
Compile fix
31 Minutes Ago
merge from automated_testing
45 Minutes Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
54 Minutes Ago
testlist
1 Hour Ago
Added RRP support for the dev-only shadow convars
1 Hour Ago
merge from main
1 Hour Ago
m16a2 update. gamemesh and wip textures
1 Hour Ago
exported updated 3p sprint animation
1 Hour Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
1 Hour Ago
Better bounds
1 Hour Ago
Codegen
2 Hours Ago
Dont network ball rotation - its just calculated on the client from velocity information
2 Hours Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
2 Hours Ago
Added ball rolling
2 Hours Ago
missed file
2 Hours Ago
Fixed Linux compile error in dedicated.so
2 Hours Ago
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
3 Hours Ago
Add drag to the pool ball velocity
3 Hours Ago
networking tweaks
3 Hours Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
3 Hours Ago
merge from mortar_prototype
3 Hours Ago
Fix animation handles not being freed on mortars/cannons in demos
3 Hours Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
4 Hours Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
4 Hours Ago
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
4 Hours Ago
▋ ▍█▄▉▋█▇▊▍ ▅▆▇▌▉█▍▌▍ ▉▊ ▆▋█▅ ▋█▄▋▆▇█ ▆▅ ▇▇▌▍▉ ██▍▍▅ ▍▇▄▋█▋▆ ▉▊▇▊▉▆▍▍▋▇▇▉ ▇▉▋▄▅█▆▉▍ ▆▉▄▊▆▉ ▉▋▋ ▊▊▄▍▌▌▌▉▌ ▄▍▄▌▅▄▇▉▉▆▇ ▍▆▅▅▆▆▅ ▆▍▆▊ ▇▅▍▊▋▉ █▊▌▅▉▊▆▉▍▇ █▄▆▊▍▆█ ▌█▉▌▋▊▋▉▊▉
4 Hours Ago
Power flow debug viz
4 Hours Ago
adding models and final prefab for the nova apartments sign added renderer batch on new bench prefabs some tweaks to scene
5 Hours Ago
Only run physics updates if any of the balls have velocity
5 Hours Ago
Fix for new head hierarchy Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
5 Hours Ago
Merge from unity_6.3.15
5 Hours Ago
Merge from main
5 Hours Ago
Added some mint ddraw and debug commands to help debugging circuits
6 Hours Ago
merge from main
6 Hours Ago
merge from wiretool_reconnect_fix
6 Hours Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
6 Hours Ago
merge from PlayerRigUpdate2
Today
Merge from render_pipeline_toggle
Today
Added a way to toggle the Rust Render Pipeline at runtime
Hide ball when pocketed
Miner hat emission fix
Today
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b. Reduced spawn chance for apples from 100% to 0.5% on oak_d. Doubled the LOD2 distance for apples (on trees only).
Today
Updated the RRP package and made the shadow presets work while RRP is active
Today
testlist
Today
Better fix, also fixes first frame of weapon being held not looking correct