143,602 Commits over 4,413 Days - 1.36cph!
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
Removed old AiManagedAgent class, old and useless
Subtracted
150385
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Turn host_state.interval_per_tick into double
* Fixes 64bit builds specifically truncating curtime to floats
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)
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
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
Potential fix for zombie NRE on _agent == null in tests
Potential fix for zombie NRE on _agent == null in tests
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
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
Fix zombies breaking automated tests
Fix zombies breaking automated tests
fix ColorEx WithHDRIntensity, missing alpha copying
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
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
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
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
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Update(tests): AllocDeallocMT perf test scope annotations
Tests: ran perf test
Fix tutorial bear and unused sharks causing errors with new navmesh
Bugfix: ensure Pool.Fill keeps items in use valid
Tests: ran unit tests
Merge from workbench_upgrades (Recycle balance pass, description updates)
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Merge to workbench_upgrades
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Added Ballistic helmet model, material, and textures. Set up prefabs.
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
Synch trajectory lock state correctly for all control paths.
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
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Salvaged Cleaver audio file tweaks
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
industrial garage door
- minor texture tweak
Adding extra wheel joints for bowless crossbow world rig
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Update satellite control computer prefab with a desk and computer.
Update mount/dismount/eye positions.
Placeholder UI tweaks.
Convar descent time.
Rework UI flow.
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