214,017 Commits over 3,562 Days - 2.50cph!
Remove last of the rust assets
Merge main -> CorpseRagdollParentingFix
merge from CorpseRagdollParentingFix/LessSinkableBoats
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set StartupScene
Merge branch 'main' into ballpoker
Delete previous ActiveScene when switching scenes
Added missing content + set up scene with map
Fix Asset.LoadResource refusing to return the value even though it was correct
Add ProjectConfig.StartupScene, update project settings
Ignore Widget Visible changes if is invalid
Protect against Camera.Main being null (should never happen)
Save StartupScene in meta instead
Clean out GameMenuInstance, delete default game menu, load startup scene
Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
merge from RagdollInfoConvar
merge from team_marker_reconnect_fix
Only do the early EnsurePointsInitialized call if loading from save
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
Leaderboard backup, run #7972
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
Save time reparenting Buoyancy points - just use InverseTransformPoint
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
Eliminate BuoyancyFixedUpdate calls if there's nobody around
Fix player markers staying visible after disabling togglespectateteaminfo
Added corpseinfo convar to get info on the amount and status of player corpses
Expose IComponentLister
Manually hide some node inputs / properties from the property panel
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Update Facepunch.ActionGraph
Add editor/ActionGraph
Mark methods in Rotation and Vector3 as pure
Add IComponentLister to make accessing components easier
Allow editing all inputs / properties on a node for now
Actions example
Example nested graph
Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
Use EditorTypeLibrary for ComponentTemplate type search
BaseComponent reference -> Component
Integrated "vertical fade" into wind params as "height bend fade" and blended with exponent via weight (1=override) + tweaks
Add more options for editing particle control points
spraycans asset
model, texture, material and vmt setup
Re-added a bunch of missing components on jumper scene, added an editor folder (what)
merge from team_marker_reconnect_fix + rust10_drop_fix + BuoyancyHotfix