143,919 Commits over 4,413 Days - 1.36cph!
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
Missed one more DigitalClockAlarm pooling issue
New default sorting order
- Initially sort via population
- Use distance as tie breaker
- Very occasionally sprinkle in lower pop
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
Fixed clients getting stuck on loading screen sometimes
* CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats
* Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting values
Fix workshop support when Steam throws errors
* When Steam throws errors during subscription info gathering.
Prevent corruption of the net channel due to fragments
* Perform some self-tests when sending fragments over the wire.
* Especially if some brainiac decides to bypass net_maxfragments limits
Make concommand.Add errors non halting
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Garage door industrial animations
merge from game_room_dlc -> darts_game
only show 5 leaderboard spots
merge from fix_storage_adapter_invisible -> main
Fix storage adapters going invisible
- force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
Fixing chicken suit skeleton skin
Cherry pick
150710,
150711 (moved SkinnedMeshRenderer convert button to the context menu)
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
Fixed electric furnace gibs not being skinned
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
Merge from workbench_upgrades
Make entityComponent.baseEntity work in OnEnable
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
merge from mortar_prototype
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Another attempt at fixing scaled colliders / impact effects on the mortar
Change radial option from "Open Inventory" to "Upgrade Workbench"
Readd navmesh agent to realmed remove
merge rust_relay_server -> main
merge main -> rust_relay_server
Movember moustache partial fix
Added allocation free encryption
Fixed DigitalClockAlarm pooling issue
Fixed ParameterDisplayName not being populated correctly in test resutls
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
Test result stacktraces are now populated correctly with captured errors
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Fix new scientists hovering slightly above ghostship floor
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Fixed editor performance after merging child animator system
merge from dont_bake_on_load
merge from custom_item_fixes
Fix items not stacking together after they've been part of a copypaste
merge from mortar_prototype
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes
- chance this will break something, this opened and saved every scene which runs s2p