138,894 Commits over 4,474 Days - 1.29cph!

45 Minutes Ago
Shift up the second hotbar so it matches inventory placement
52 Minutes Ago
Setup calf with proper model
3 Hours Ago
Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt`
1 Hour Ago
merge from main -> editor_hotbar_swap
1 Hour Ago
merge from fix_instantiate_persistant_setactive -> main
1 Hour Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
3 Hours Ago
merge from game_room_dlc
3 Hours Ago
Simplify code
3 Hours Ago
Fix the second hotbar prefab not referencing the main inventory
3 Hours Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
4 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Hours Ago
Merge from PlayerMaintainedMonuments
4 Hours Ago
Restore recycler change from 158020
4 Hours Ago
Merge from main
4 Hours Ago
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
4 Hours Ago
merge from grenade_drop_fix
4 Hours Ago
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
5 Hours Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
5 Hours Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
5 Hours Ago
merge from hackweek_nameplate_dist_sizes
5 Hours Ago
Improved ESP player nametag size updating logic Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
5 Hours Ago
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
5 Hours Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
5 Hours Ago
Modify ContainerSourceLocalPlayer so it can override the transform it uses for `ItemIcon[] allIcons` - the main inventory panel was parented too high and grabbing icons from different panels - keep the parenting the same, only changing where it's fetching the icons from
5 Hours Ago
merge from main -> editor_hotbar_swap
6 Hours Ago
Don't render the last row of the last row of the main inventory when the 2nd hotbar is shown so it looks better when openinga and closing main inventory
6 Hours Ago
merge from PlayerMaintainedMonuments
6 Hours Ago
merge from game_room_dlc
6 Hours Ago
merge from darts_game
6 Hours Ago
move some sockets for better hardside wall placement adjust darts clearing in multiplayer
Today
Mild cleanup in UpdateVolumeVisuals
Today
merge from automated_testing
Today
Fix turret test failing due to weapon default ammo contents
Today
handle rare drag-on-open NRE
Today
merge from main
Merge from PlayerMaintainedMonuments/powergrid
Read/write enabled on collision meshes for powerplant fuseboxes
Adjust required fuses for different powergrid stages Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken - Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value - Make heavy fuse item stackable
Today
Update darts with colours for each player - 1p is blue, 2p is yellow (not red bc it blends with board too much) - colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props - improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
Today
merge from main
Today
merge from BoatVendor_BPchange
Today
merge from NestHat_T1
Today
Minor balance adjustments. - Wood dart for blowpipe 40 > 50 damage to match the crossbow (still has falloff at range) - Blowpipe crafting 25 > 10 cloth - Collared shirt +3% rad +2% projectile. Made a new protectionproperty asset since it shared with the green shirt previously - Bucket helmet - Now costs 20 frags instead of 35 so its no longer somehow more expensive than the bucket. +5% projectile +5% bite damage.
Today
merge from demo_ui_2
Today
Add demo timeline zooming, horizontal scrolling, re-ordering tracks with click + drag, make animation tracks work with rectangle selection.
Today
fixed missing attribute on event methods breaking undo/redo in build
Today
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
Today
masterkey anim updates
Today
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results