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

12 Days Ago
Merge from parent (needs codegen)
12 Days Ago
Merge from main
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Merge from main
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Merge from parent
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Merge from terrain_renderer
Rin
12 Days Ago
merge from mortar_prototype
Rin
12 Days Ago
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
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Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
12 Days Ago
merge from main
Rin
12 Days Ago
Restrict Mortar from primitive
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Merge from main
12 Days Ago
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
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New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
13 Days Ago
mortar sounds
13 Days Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
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Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
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Add anchors to generic overlay, attach mortar display to center anchor + some offset.
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Add a warning to the state sync editor if the state name is incorrect
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Fixed lower case Attack on StateSync components (sks and paintball gun)
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Removed old AiManagedAgent class, old and useless Subtracted 150385
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Ammo type ui icons & colour consistency fixes.
13 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
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Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
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Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
13 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
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Merge from main
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merge from fix_assetscene_deepsea -> main
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Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
13 Days Ago
Potential fix for zombie NRE on _agent == null in tests
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Potential fix for zombie NRE on _agent == null in tests
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Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
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Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
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Fix zombies breaking automated tests
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Fix zombies breaking automated tests
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fix ColorEx WithHDRIntensity, missing alpha copying
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Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
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testlist
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Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
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Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
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Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
13 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
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Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
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Fix tutorial bear and unused sharks causing errors with new navmesh
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Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
13 Days Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)