239,365 Commits over 3,837 Days - 2.60cph!
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
Conductor Bankle Model and Audio
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Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
Remove name cache that is not invalidated when renaming types
Merge remote-tracking branch 'upstream/get-type-remove-cache'
Don't try to enable loading screen on linux srcds (compile fix)
Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
func_smokevolume removes particles when dormant
Copy hl2.exe to gmod.exe
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
Merge: from main
Tests: built all modes in editor
Fix NRE caused by "Fix Duplicated Entries in Create GameObject Menu"
Update: Disable ItemPooling on Client and make server on by default
- Controlling variable is no longer replicated to client.
Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility).
Tests: Did all tests with both enabled and disabled server-side Item pooling
- Built all modes in editor.
- Tried reproducing 2 original bugs - didn't work.
- Loaded up a save that used to lead to a bug - didn't happen.
- Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters.
- Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended).
- Validated that it's possible to launch with command line disabling item pooling.
- Validated that it's possible to override item pooling with executable args
Improve search performance
List view shows time & modified date
Those folders should have been blue
Show file sizes in list view
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_fjHVEp2Awp.png
Update: added ItemManager logging of Item's lifecycle
- level 1 reports creation, loading and removal
- level 2 reports scheduling for removal
Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
Subtracting S2P launch site (world_update_2 conflict)
Tightened anchors for cliff_hills_large_c and large_f
merge from world_update_2
Addd AO maps for all medium and large rock formations
Unfiied the look of all rock textures
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Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
Fix action graph target types in resources
Fix case where WriteCacheReferences is ignored
updated coin ui
Remove obsolete code
Crumble platform
falling platform
add a small buffer to the falling platform
Seesaw platform
Updated playground
Bugfix: Rcon no longer waits for first command to start broadcasting log messages
Tests: Connected to server via test RCon page - started seeing output immediately
New: RustLog utility - consistently formatted logs with conditional output
- Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog
- Added Item category
We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche.
Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
Subtracting 1322 (skin corruption)
Update: regenerated ItemManager.EnablePooling command
Forgot to do it in previous submit
Tests: none, trivial change
Merge from world_update_2
Nicer display info for interface types, icon for event methods
Added scene.run node
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
Convert existing darts to use dartmod
Update MethodBinder.BuildCall signature