143,695 Commits over 4,413 Days - 1.36cph!

Today
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Today
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
Today
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)
Today
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
Merge from main
Today
merge from fix_assetscene_deepsea -> main
Today
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Today
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
Today
Potential fix for zombie NRE on _agent == null in tests
Today
Potential fix for zombie NRE on _agent == null in tests
Today
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
Today
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Today
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
Today
Fix zombies breaking automated tests
Today
Fix zombies breaking automated tests
Today
fix ColorEx WithHDRIntensity, missing alpha copying
Today
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
Today
testlist
Today
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
Today
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
Today
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
Today
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Today
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
Today
Fix tutorial bear and unused sharks causing errors with new navmesh
Today
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
Today
Merge from workbench_upgrades (Recycle balance pass, description updates)
Today
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Today
Merge to workbench_upgrades
Today
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Today
Added Ballistic helmet model, material, and textures. Set up prefabs.
Today
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
Today
Synch trajectory lock state correctly for all control paths.
Today
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
Today
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Today
Salvaged Cleaver audio file tweaks
Today
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
Today
industrial garage door - minor texture tweak
Yesterday
Adding extra wheel joints for bowless crossbow world rig
Yesterday
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Yesterday
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
Yesterday
Placeholder UI tweaks. Convar descent time. Rework UI flow.
Yesterday
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Yesterday
switched GPU instancing on
Yesterday
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Yesterday
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Yesterday
industrial garage door - Gibs added - Prefab updated
Rin
Yesterday
Fixed incorrect repair material
Yesterday
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Yesterday
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well