160,383 Commits over 4,566 Days - 1.46cph!

4 Days Ago
Tests
4 Days Ago
Codegen
4 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
4 Days Ago
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scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
4 Days Ago
merge from dynamiclod_parenting_fix
4 Days 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)
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Fixed quit button
4 Days Ago
merge from updaterequired_improvements
4 Days Ago
Tweaked wording, translations
4 Days Ago
merge from main -> base_occlusion
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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
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Add fsm graph window for viewing/debugging/editing npc fsms.
4 Days Ago
fix demo export in builds
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merge from main -> fix_sail_guide_mismatch
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Add automated tests for placing foundations in rocks
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4 Days Ago
tone down eye lid opening bounce
4 Days Ago
Changed "Client update required" kick message wording. Can be translated too
4 Days Ago
merge from skinviewer_waterpurifier_fix
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merge from tattoos/art_pass
4 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
4 Days Ago
merge from main
4 Days 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
4 Days Ago
merge from main -> ugc_censor_option
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merge from main -> fix_foundation_clipping_rocks
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apply tattoo material properties to viewmodel material
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Update viewmodel arms with UV1 that matches the body UV1
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adjust hands.male bounds so they don't disappear in the tattoo tpose
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- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
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Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
4 Days Ago
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
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4 Days Ago
merge from optimize_decay_frame_budget -> main
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merge from softcore_disable_corpses -> main
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Merge from npc_phone_debug_fix
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Fix convar for accessing test NPC phone conversations
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set up tattoo gun prefabs/anims in tools folder
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More merge fixes - Codegen
4 Days Ago
Merge fixes
4 Days Ago
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
4 Days Ago
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
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Fix entering play mode trying to change generate biome/place monument settings
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simple_creator_v2 -> main