reporust_rebootcancel

136,253 Commits over 4,474 Days - 1.27cph!

6 Hours Ago
merge from fix_apartment_hostile_warning_flicker -> main
6 Hours Ago
More fixes for the hostile warning - don't count up weapon draw duration while they have the CombatZone flag (as the client won't know to holster their weapon until metabolism clears the flag) - fix MarkWeaponDrawDuration() rounding down the newDuration but not oldDuration when checking if it needs to send an update
Today
merge from main -> fix_apartment_hostile_warning_flicker
Today
merge from apartment_break_in_sound -> main
Today
Fix compile error
Today
Merge from main
Today
Cow will now run if the player it's following gets too far away
Today
Reserialize the break in sound as it didn't have a sound class assigned which was throwing NREs
Today
Play the break-in key jingling sound when the break-in is happening - set flag on the door when break-in is active - client plays the sound
Today
Assign the sound effect to the apartment door prefabs
Today
merge from main
Today
Fix outpost bag called "Compound" instead of "Outpost" in softcore
Today
merge from fix_softcore_outpost_bag_name -> main
Today
merge from fix_item_ownership_bugs -> main
Today
Fix item ownership not applying when looting an NPC's corpse that has despawned into a body bag before being looted - add `npccorpsedepspawn` convar to make it easier to test NPC corpse bags - apply item ownership inside body bag if the steam ID is an NPC
Inspection room greybox progress Added additional rooms and corridor connections
Today
merge from PlayerMaintainedMonuments
Today
merge from airfield_maintainable_features
Today
added maintainables to scene + S2P
Today
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
Today
Fix item ownership not applying to items looted from containers if a player partially loots it then the loot refreshes afterwards - avoids guns and armor very rarely appearing on servers with no ownership
Today
Print errors in the rust editor when RealmedRemove detects an object in "doNotRemoveFromClient" that isn't parented to the same object and therefore won't be protected from removal - show in editor instead of automated tests so these are noticed during development instead of needing to wait for it to be merged to staging
Today
merge from fix_realmed_remove_warning -> main
Today
merge from fix_apartment_loot_hallway -> main
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
Today
gamesroom shotgun trap - textured updated - game model updated
Fix issues with barrel blockers preventing play mode when they are in the scene
Today
merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Manifest
Fix borked proto merge, run codegen, now compiles
Today
Player enabled FX.
Today
keyboard prefab setup updates
Today
Update: ensure BaseEntities with networkEntityScale can be saved in MT - added GetLocalScaleMT + unit tests - increased TestMTSave(BaseEntity) coverage Tests: ran unit tests - 219 pass/425 fail
Today
Bugfix(tests): rewrite test proto comparison to use serialized buffers Was naive to hope NUnit would fall back to reflection-based Equals for objects. Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)
Merge from main
Today
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
Today
merge from fix_apartment_race_purchase -> main
Today
Fix apartment vendor not showing "sorry, we ran out of those rooms, please pick another" if two players go through the conversation options and try to rent the last room at the same time
Today
Added windows server console history (using the up / down arrows) Added console.consolehistorysize (defaults to 200) + codegen https://files.facepunch.com/raul/1b1011b1/10_17-38-OddBovine.mp4
Fix powerplant fuse condition loss not using tick deltatime
Today
Cow lean animations for the 3 main cycles
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once Add convars for tuning how fast powergrid stage updates should happen
Today
Stripped out ConsoleInput from the client
Today
Update: add GetNetworkTime(ThreadSafeTime) overload Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go) Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
Today
merge from gas_station_maintainables