128,045 Commits over 4,201 Days - 1.27cph!

11 Minutes Ago
added unskinned windmill for test for ian
20 Minutes Ago
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking
22 Minutes Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
25 Minutes Ago
Update(editor): StoreBundleTool - add support for array traversal Tests: ran the tool, it found all annotated fields
34 Minutes Ago
Update(editor): StoreBundleTool - properly implement reflection shortcutting Tests: stepped through how it's accumulated. will test more later
37 Minutes Ago
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
38 Minutes Ago
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
41 Minutes Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
43 Minutes Ago
Set all tooltip texts to dynamic
43 Minutes Ago
Fixed settings and server browser scaled texts not marked as dynamic
52 Minutes Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
54 Minutes Ago
Double all block health contributions
57 Minutes Ago
Remove inventory eat button and hotbar select from example item (apple) and template
1 Hour Ago
Small engines can only be placed on hull blocks. Added support for RequireHull to SocketMod_BoatBuildingBlock.
1 Hour Ago
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib - starting with assembly scanning Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle Tests: ran it, doesn't find all fields yet
1 Hour Ago
Merge from engine_forces
1 Hour Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
1 Hour Ago
dummy logic for fuel consumption in force application
1 Hour Ago
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
1 Hour Ago
increased engine thrust, as strong as 2.5 sails
1 Hour Ago
Added Is Scale Static field to RustIcon editor
1 Hour Ago
merge from main
1 Hour Ago
disabling shadow casting on prefabs
1 Hour Ago
handle steering adjustment with COM centerline properly
1 Hour Ago
texture update
1 Hour Ago
Merge from engine_forces
1 Hour Ago
RPG7 - copied files to independent rpg branch
2 Hours Ago
Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
1 Hour Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
2 Hours Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a) * Also some kind of ID3v2 implementation, but not confident enough to make it available yet Added "Restore" input to func_breakable_surf entity Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups
2 Hours Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
2 Hours Ago
improving culling selection on farm barge for reduced popping
3 Hours Ago
merge from main
3 Hours Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
3 Hours Ago
improving culling selection on medical barge for reduced popping
3 Hours Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
3 Hours Ago
improving culling selection on supplies and prison barge for reduced popping
3 Hours Ago
Engine basic functionality but no forces applied yet.
3 Hours Ago
Fixed entrance portal buoys spawning out of valid bounds
3 Hours Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
3 Hours Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
4 Hours Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly
4 Hours Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
4 Hours Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
4 Hours Ago
Merge: from main
4 Hours Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
4 Hours Ago
Merge from small_ramp
4 Hours Ago
Merge from small_engine