1 Year Ago
Creating initial repository structure
git-svn-id: https://garryshomepc/svn/494876-rust_src@1 0116351e-01fd-46a3-8c09-64bf5bb0948b
Base
git-svn-id: https://garryshomepc/svn/494876-rust_src@2 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating my branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@3 0116351e-01fd-46a3-8c09-64bf5bb0948b
My unity changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@4 0116351e-01fd-46a3-8c09-64bf5bb0948b
c++ shizzle
git-svn-id: https://garryshomepc/svn/494876-rust_src@5 0116351e-01fd-46a3-8c09-64bf5bb0948b
bootil folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@6 0116351e-01fd-46a3-8c09-64bf5bb0948b
Public facing website source
git-svn-id: https://garryshomepc/svn/494876-rust_src@7 0116351e-01fd-46a3-8c09-64bf5bb0948b
katniss external
git-svn-id: https://garryshomepc/svn/494876-rust_src@8 0116351e-01fd-46a3-8c09-64bf5bb0948b
New Branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@9 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added environmental decay to deployables
Added color shading to indicate health to deployables
flashlights now have a radial light in addition to a spotlight
campfires should decay more reliably
zombies should not run through shelters anymore
sleeping bag climbing exploit fixed
wood boxes no longer stackable
gunpowder crafting shortened
added flashlight model
git-svn-id: https://garryshomepc/svn/494876-rust_src@10 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing file
git-svn-id: https://garryshomepc/svn/494876-rust_src@11 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added environmental decay to deployables
Added color shading to indicate health to deployables
flashlights now have a radial light in addition to a spotlight
campfires should decay more reliably
zombies should not run through shelters anymore
sleeping bag climbing exploit fixed
wood boxes no longer stackable
gunpowder crafting shortened
added flashlight model
git-svn-id: https://garryshomepc/svn/494876-rust_src@12 0116351e-01fd-46a3-8c09-64bf5bb0948b
pat branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@13 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated doors for clipping exploit
When a rigidbody has PlayerPusher component on it, it will now push the local character client side. [ currently its not that smooth, but it mostly gets the job done ]
removed unused old door prefabs
git-svn-id: https://garryshomepc/svn/494876-rust_src@14 0116351e-01fd-46a3-8c09-64bf5bb0948b
merging my changes to trunk i hope
git-svn-id: https://garryshomepc/svn/494876-rust_src@15 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk commit..
Updated doors for clipping exploit
When a rigidbody has PlayerPusher component on it, it will now push the local character client side. [ currently its not that smooth, but it mostly gets the job done ]
removed unused old door prefabs
git-svn-id: https://garryshomepc/svn/494876-rust_src@16 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge with pats work
git-svn-id: https://garryshomepc/svn/494876-rust_src@17 0116351e-01fd-46a3-8c09-64bf5bb0948b
finally fixed up lasers but the following changes were made so that it gets past a bug with multiple deferred cameras in unity[which i have sent off to unity]:
- RPOS camera was set to use forward rendering
- Made a view model version of the shaders ( as a keyword )
- Two seperate materials ( third / first )
- Two seperate prefabs ( third / first )
- we now use LaserFilter to render lasers. ( only cameras with the LaserFilter component on them render lasers )
Removed OpaqueCapture.cs in preference to the new GFXImageEffect_OpaqueCapture.cs
Fixed all new warnings caused by functions and properties that are now marked obsolete in Unity 4.2
git-svn-id: https://garryshomepc/svn/494876-rust_src@18 0116351e-01fd-46a3-8c09-64bf5bb0948b
finally fixed up lasers but the following changes were made so that it gets past a bug with multiple deferred cameras in unity[which i have sent off to unity]:
- RPOS camera was set to use forward rendering
- Made a view model version of the shaders ( as a keyword )
- Two seperate materials ( third / first )
- Two seperate prefabs ( third / first )
- we now use LaserFilter to render lasers. ( only cameras with the LaserFilter component on them render lasers )
Removed OpaqueCapture.cs in preference to the new GFXImageEffect_OpaqueCapture.cs
Fixed all new warnings caused by functions and properties that are now marked obsolete in Unity 4.2
Also forgot to mention this before when posting to my branch:
Added in hashing of members inside of Datablock's for security measurements. Right now it will just log when someones hashes don't match up.
git-svn-id: https://garryshomepc/svn/494876-rust_src@19 0116351e-01fd-46a3-8c09-64bf5bb0948b
beam tunage
fixed a warning in front clouds shader.
git-svn-id: https://garryshomepc/svn/494876-rust_src@20 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed all view model renderers to use the View Model layer ( that were not )
git-svn-id: https://garryshomepc/svn/494876-rust_src@21 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed all view model renderers to use the View Model layer ( that were not )
git-svn-id: https://garryshomepc/svn/494876-rust_src@22 0116351e-01fd-46a3-8c09-64bf5bb0948b
added hotspots behind loot / inventory windows.
fixed drag icon showing behind loot window
git-svn-id: https://garryshomepc/svn/494876-rust_src@23 0116351e-01fd-46a3-8c09-64bf5bb0948b
added hotspots behind loot / inventory windows.
fixed drag icon showing behind loot window
git-svn-id: https://garryshomepc/svn/494876-rust_src@24 0116351e-01fd-46a3-8c09-64bf5bb0948b
randomized spawn points by 10 meters ( on x and z )
there is one ground check for 2km up and 500m down.
git-svn-id: https://garryshomepc/svn/494876-rust_src@25 0116351e-01fd-46a3-8c09-64bf5bb0948b
randomized spawn points by 10 meters ( on x and z )
there is one ground check for 2km up and 500m down.
git-svn-id: https://garryshomepc/svn/494876-rust_src@26 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to put the Player Push component on things after svn change.
git-svn-id: https://garryshomepc/svn/494876-rust_src@27 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to put the Player Push component on things after svn change.
git-svn-id: https://garryshomepc/svn/494876-rust_src@28 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabled decay system until maurino has repair working.
removed a log
git-svn-id: https://garryshomepc/svn/494876-rust_src@29 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabled decay system until maurino has repair working.
removed a log
git-svn-id: https://garryshomepc/svn/494876-rust_src@30 0116351e-01fd-46a3-8c09-64bf5bb0948b
Modified tree sources to use Alpha Is Transparency, which apparently does nothing
Slightly increased P250 damage
Slightly increased P250 range
Fixed bugs with melee weapons going through walls in some circumstances
git-svn-id: https://garryshomepc/svn/494876-rust_src@31 0116351e-01fd-46a3-8c09-64bf5bb0948b
Modified spawn chances for a few things
git-svn-id: https://garryshomepc/svn/494876-rust_src@32 0116351e-01fd-46a3-8c09-64bf5bb0948b
RustLib is a single DLL that hosts everything we do
cruster is the rust cluster server - it loads the dll and then lets the dll take over.
git-svn-id: https://garryshomepc/svn/494876-rust_src@33 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added ignores
git-svn-id: https://garryshomepc/svn/494876-rust_src@34 0116351e-01fd-46a3-8c09-64bf5bb0948b
Refactoring changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@35 0116351e-01fd-46a3-8c09-64bf5bb0948b
Ignores
git-svn-id: https://garryshomepc/svn/494876-rust_src@36 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@37 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed build paths
git-svn-id: https://garryshomepc/svn/494876-rust_src@38 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changing this around, it's was too messy. Proto files won't be shipped.
git-svn-id: https://garryshomepc/svn/494876-rust_src@39 0116351e-01fd-46a3-8c09-64bf5bb0948b
Ignore contents of this folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@40 0116351e-01fd-46a3-8c09-64bf5bb0948b
To avoid getting into a mess, don't commit these files.
git-svn-id: https://garryshomepc/svn/494876-rust_src@41 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up
git-svn-id: https://garryshomepc/svn/494876-rust_src@42 0116351e-01fd-46a3-8c09-64bf5bb0948b
Policy Server
git-svn-id: https://garryshomepc/svn/494876-rust_src@43 0116351e-01fd-46a3-8c09-64bf5bb0948b
Refactoring
git-svn-id: https://garryshomepc/svn/494876-rust_src@44 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster server totally contained in DLL
git-svn-id: https://garryshomepc/svn/494876-rust_src@45 0116351e-01fd-46a3-8c09-64bf5bb0948b
If no cluster server is specified, host one in our process
git-svn-id: https://garryshomepc/svn/494876-rust_src@46 0116351e-01fd-46a3-8c09-64bf5bb0948b
Coloured console text
git-svn-id: https://garryshomepc/svn/494876-rust_src@47 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@48 0116351e-01fd-46a3-8c09-64bf5bb0948b
Decay related stuff for structures
git-svn-id: https://garryshomepc/svn/494876-rust_src@49 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tell us where we're loading the bundles from
git-svn-id: https://garryshomepc/svn/494876-rust_src@50 0116351e-01fd-46a3-8c09-64bf5bb0948b
More link generation code
git-svn-id: https://garryshomepc/svn/494876-rust_src@51 0116351e-01fd-46a3-8c09-64bf5bb0948b
Graphical issue introduced by 4.2 fixed ( caused by a light having no color )
Lasers from view models no longer get near clipped ( use the same projection as view models )
Lasers no longer use GL to render, which lets them be render queued ( so they draw infront of weapons )
Lasers from view models now use Physics2.Raycast2, which should result in them actually hitting players instead of their capsule.
Removed usage of the shader keyword lasers depended on, as there needed to be differences in the passes block of the shaderlab file.( there are now two seperate shaders )
Merged common laser operations into Lasers.cginc
git-svn-id: https://garryshomepc/svn/494876-rust_src@52 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@53 0116351e-01fd-46a3-8c09-64bf5bb0948b
Graphical issue introduced by 4.2 fixed ( caused by a light having no color )
Lasers from view models no longer get near clipped ( use the same projection as view models )
Lasers no longer use GL to render, which lets them be render queued ( so they draw infront of weapons )
Lasers from view models now use Physics2.Raycast2, which should result in them actually hitting players instead of their capsule.
Removed usage of the shader keyword lasers depended on, as there needed to be differences in the passes block of the shaderlab file.( there are now two seperate shaders )
Merged common laser operations into Lasers.cginc
git-svn-id: https://garryshomepc/svn/494876-rust_src@54 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading art asset folders including the player model with cloth attire (max file + textures)
git-svn-id: https://garryshomepc/svn/494876-rust_src@55 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disabling this code. It is weird.
git-svn-id: https://garryshomepc/svn/494876-rust_src@56 0116351e-01fd-46a3-8c09-64bf5bb0948b
If a server is run without specifying a cluster server we host one locally.
If a cluster server us run with the apikey "localhost" then webapi interaction is faked (for local testing mode)
git-svn-id: https://garryshomepc/svn/494876-rust_src@57 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reworked link recalculation code
fixed NRE in firebarrel
git-svn-id: https://garryshomepc/svn/494876-rust_src@58 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed usage of hash codes with Datablock's. It still works basically the same, except the guid hash is only used for initial value ( it should make stuff less conflict prone ).
The unique id's are stored twice ( once on the datablock itself, and once in the new .asset file inside of ProjectSettings ). The RustDatablockRegistry.asset file isnt inserted nor readable at runtime, its only for editor purposes and ensures that ids are unique. We can technically reassign assets to ids or reverse manually in the future but i didn't put effort into that yet.
Whenever a datablock is brought into inspector its unique id is checked and made sure to match. When a new datablock is brought into inspector the system makes it a new unique id and assigns it in both places.
Alternatively you can to go to Items/Registry/ menu and accomplish those tasks with all datablocks in the project.
All editors of datablocks also show the unique id value at the bottom of inspector.
Also i draw the icon for items in inspector, and fixed up all item icons to be the same dimensions/filtering/no mips
Will be testing before merging into trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@59 0116351e-01fd-46a3-8c09-64bf5bb0948b
added ignore properties for library and the generated project files for editing.
git-svn-id: https://garryshomepc/svn/494876-rust_src@60 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tested and all is good with changes.
(below from branch commit)
Removed usage of hash codes with Datablock's. It still works basically the same, except the guid hash is only used for initial value ( it should make stuff less conflict prone ).
The unique id's are stored twice ( once on the datablock itself, and once in the new .asset file inside of ProjectSettings ). The RustDatablockRegistry.asset file isnt inserted nor readable at runtime, its only for editor purposes and ensures that ids are unique. We can technically reassign assets to ids or reverse manually in the future but i didn't put effort into that yet.
Whenever a datablock is brought into inspector its unique id is checked and made sure to match. When a new datablock is brought into inspector the system makes it a new unique id and assigns it in both places.
Alternatively you can to go to Items/Registry/ menu and accomplish those tasks with all datablocks in the project.
All editors of datablocks also show the unique id value at the bottom of inspector.
Also i draw the icon for items in inspector, and fixed up all item icons to be the same dimensions/filtering/no mips
git-svn-id: https://garryshomepc/svn/494876-rust_src@61 0116351e-01fd-46a3-8c09-64bf5bb0948b
some cleanup and commenting
git-svn-id: https://garryshomepc/svn/494876-rust_src@62 0116351e-01fd-46a3-8c09-64bf5bb0948b
No longer used/needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@63 0116351e-01fd-46a3-8c09-64bf5bb0948b
psst. garry i put some comments in for you in datablockdictionary.cs ( Initialize )
other cleanup and commenting
git-svn-id: https://garryshomepc/svn/494876-rust_src@64 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed all old user saving stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@65 0116351e-01fd-46a3-8c09-64bf5bb0948b
A bit more cleaning
git-svn-id: https://garryshomepc/svn/494876-rust_src@66 0116351e-01fd-46a3-8c09-64bf5bb0948b
removing lots of console stuff, simplified in a dll, and gets past the harsh lag frame in game. about to move it around..
git-svn-id: https://garryshomepc/svn/494876-rust_src@67 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@68 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@69 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@70 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@71 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@72 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving
git-svn-id: https://garryshomepc/svn/494876-rust_src@73 0116351e-01fd-46a3-8c09-64bf5bb0948b
deleting..
git-svn-id: https://garryshomepc/svn/494876-rust_src@74 0116351e-01fd-46a3-8c09-64bf5bb0948b
updates to the code that i just moved around ( to avoid tree conflicts with trunk merges )
git-svn-id: https://garryshomepc/svn/494876-rust_src@75 0116351e-01fd-46a3-8c09-64bf5bb0948b
No longer used/needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@76 0116351e-01fd-46a3-8c09-64bf5bb0948b
Storing Avatar and User seperately so that Avatar can be saved on request
git-svn-id: https://garryshomepc/svn/494876-rust_src@77 0116351e-01fd-46a3-8c09-64bf5bb0948b
Started replacing the JSon user saving stuff with Google Proto
ClusterServer singleton
HumanController-SaveRestore.cs could and should probably be a component.
git-svn-id: https://garryshomepc/svn/494876-rust_src@78 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Finished structure decay
Touched up deployable decay
Added repairing with resources
git-svn-id: https://garryshomepc/svn/494876-rust_src@79 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@80 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@81 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebalanced P250
No more foundations on foundations
git-svn-id: https://garryshomepc/svn/494876-rust_src@82 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Finished structure decay
Touched up deployable decay
Added repairing with resources
git-svn-id: https://garryshomepc/svn/494876-rust_src@83 0116351e-01fd-46a3-8c09-64bf5bb0948b
P250 rebalanced
No more foundations on foundations
git-svn-id: https://garryshomepc/svn/494876-rust_src@84 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed a debuglog
git-svn-id: https://garryshomepc/svn/494876-rust_src@85 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@86 0116351e-01fd-46a3-8c09-64bf5bb0948b
Uploading the c4 charge with accompanying textures, max file and fbx.
git-svn-id: https://garryshomepc/svn/494876-rust_src@87 0116351e-01fd-46a3-8c09-64bf5bb0948b
mesh batching is working. its very fast and usage is simple. will thread it up, and put in some mechanism for hiding batched buildings that are higher lod
git-svn-id: https://garryshomepc/svn/494876-rust_src@88 0116351e-01fd-46a3-8c09-64bf5bb0948b
This is server only
git-svn-id: https://garryshomepc/svn/494876-rust_src@89 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't delete the build.txt
git-svn-id: https://garryshomepc/svn/494876-rust_src@90 0116351e-01fd-46a3-8c09-64bf5bb0948b
moving the player and c4 files to the correct location.
git-svn-id: https://garryshomepc/svn/494876-rust_src@91 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added new C4 model
Modified decay rates of a few things like doors
Fixed bug with resources not removing from inventory w ith only 1 left
resource repair now uses a sphere cast
git-svn-id: https://garryshomepc/svn/494876-rust_src@92 0116351e-01fd-46a3-8c09-64bf5bb0948b
Woodbox now decays very slow
Resource repair now displays the appropriate amount of health given
git-svn-id: https://garryshomepc/svn/494876-rust_src@93 0116351e-01fd-46a3-8c09-64bf5bb0948b
Folder changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@94 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added model for explosive charges
Fixed bug with resource repair not removing the last resource in the stack
Resource repair now uses a sphere cast to make it easier to repair things
Modified decay rates
it now takes 24 hours for structures to decay
Doors decay much slower
Wood boxes decay much slower
Resource repair now displays proper values indicating how much was actually repaired
You can no longer stack foundations on foundations
You can now repair doors (Thanks Xant )
git-svn-id: https://garryshomepc/svn/494876-rust_src@95 0116351e-01fd-46a3-8c09-64bf5bb0948b
Where unity's combine meshes took 600ms for a single huge building MeshBatch can do 8 of them in < 200ms.
Now MeshBatch is threaded, it does all the filling of buffers on seperate thread(s). The total time spent on the main thread comes out to < 10ms, where before it took 120ms. Makes it much smoother.
Theres some minor stuff that needs to be put in, but its good enough for testing at this point. So we have to figure out what were going to do about LODGroup now.
Gonna merge in changes from trunk and disable mesh batch before putting it back into the trunk because we do gotta figure out what to do about LODGroup/When to draw the combined mesh vs. the lower lods.
git-svn-id: https://garryshomepc/svn/494876-rust_src@96 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@97 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updating the max files with only the required files and to the right scale. Hopefully.
git-svn-id: https://garryshomepc/svn/494876-rust_src@98 0116351e-01fd-46a3-8c09-64bf5bb0948b
If we don't have ULink running when starting a server - start it. This runs it in an invisible mode - and closes it when we close.
git-svn-id: https://garryshomepc/svn/494876-rust_src@99 0116351e-01fd-46a3-8c09-64bf5bb0948b
Include Policy Server alongside server exe
git-svn-id: https://garryshomepc/svn/494876-rust_src@100 0116351e-01fd-46a3-8c09-64bf5bb0948b
Avatar now saved to disk on cluster server
Avatar now loaded from disk on cluster server
Position and vitals set on first spawn
Save/Restore component is now a separate component
git-svn-id: https://garryshomepc/svn/494876-rust_src@101 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Assert
Items/Blueprints all saved and loaded properly afaik
git-svn-id: https://garryshomepc/svn/494876-rust_src@102 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save the inventory on die
git-svn-id: https://garryshomepc/svn/494876-rust_src@103 0116351e-01fd-46a3-8c09-64bf5bb0948b
Not needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@104 0116351e-01fd-46a3-8c09-64bf5bb0948b
Separated belt/wearable/inventory in the save - so to not be restricted by arbitrary number sets
git-svn-id: https://garryshomepc/svn/494876-rust_src@105 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moving SaveLoad scripts into their own folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@106 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save Editor scripts
git-svn-id: https://garryshomepc/svn/494876-rust_src@107 0116351e-01fd-46a3-8c09-64bf5bb0948b
Finally some results, After trying to tap off LODGroup ( which seems like is impossible to do in a fast manor ) i decided to just have the mesh generation be reverse distance culled. ( ie, things aren't subject to batching until they are 20 meters away ). When somethings set to 'batched' it changes the gameObject's layer to 'MeshBatched' which in effect makes it so the preexisting renderer does not render anymore ( since we cull that layer on the camera ).
Its set up kinda smart, when objects go to batch, they keep their existing lod renderer on the original rendering layer and only put it off to the meshbatched layer once the results come in off the thread. It makes the transition pretty seamless, and can barely notice that the mesh building is going on at all.
Would be nice if we could actually tap into LODGroup better, but for now this will do ( i think )
git-svn-id: https://garryshomepc/svn/494876-rust_src@108 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@109 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed not saving Health in vitals
Fixed slots not loading properly
Server Saving - Scene Objects saving
Can load saves in the editor when running as server
git-svn-id: https://garryshomepc/svn/494876-rust_src@110 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@111 0116351e-01fd-46a3-8c09-64bf5bb0948b
lots of changes from my branch, from console rework to threaded batching of meshes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@112 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for webplayer editor
git-svn-id: https://garryshomepc/svn/494876-rust_src@113 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for webplayer ( and property changes? )
git-svn-id: https://garryshomepc/svn/494876-rust_src@114 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server Saving - via google proto
git-svn-id: https://garryshomepc/svn/494876-rust_src@115 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot worldsave protobuf
git-svn-id: https://garryshomepc/svn/494876-rust_src@116 0116351e-01fd-46a3-8c09-64bf5bb0948b
Simplified and renamed IServerSaveablePostLoadSensitive to IServerSaveNotify
Now loading saves from Proto Buffers
git-svn-id: https://garryshomepc/svn/494876-rust_src@117 0116351e-01fd-46a3-8c09-64bf5bb0948b
ServerSaveTarget.cs => ServerSaveManager
git-svn-id: https://garryshomepc/svn/494876-rust_src@118 0116351e-01fd-46a3-8c09-64bf5bb0948b
Redundant Json Cleanup
git-svn-id: https://garryshomepc/svn/494876-rust_src@119 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing seemingly unused stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@120 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for player parsing
git-svn-id: https://garryshomepc/svn/494876-rust_src@121 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@122 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for player parsing (RCON) -- untested
git-svn-id: https://garryshomepc/svn/494876-rust_src@123 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@124 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge again
git-svn-id: https://garryshomepc/svn/494876-rust_src@125 0116351e-01fd-46a3-8c09-64bf5bb0948b
the threaded batching now works with far away stuff ( there was a typo in code )
sped up processing a bit.
added option to delete buffers after result is retrieved.
git-svn-id: https://garryshomepc/svn/494876-rust_src@126 0116351e-01fd-46a3-8c09-64bf5bb0948b
the threaded batching now works with far away stuff ( there was a typo in code )
sped up processing a bit.
added option to delete buffers after result is retrieved.
fixed a nre in OnDrawGizmosSelected (StructureMaster)
git-svn-id: https://garryshomepc/svn/494876-rust_src@127 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabled structure components from actually parenting to the master ( which will solve all the save issues )
git-svn-id: https://garryshomepc/svn/494876-rust_src@128 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabled structure components from actually parenting to the master ( which will solve all the save issues )
( need to figure out why it wants me to commit these modified properties always...
git-svn-id: https://garryshomepc/svn/494876-rust_src@129 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up a window frame lod and physics mesh, doorframe uses lod for physics now
git-svn-id: https://garryshomepc/svn/494876-rust_src@130 0116351e-01fd-46a3-8c09-64bf5bb0948b
Ripped out the old Convar System
git-svn-id: https://garryshomepc/svn/494876-rust_src@131 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing old RCON stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@132 0116351e-01fd-46a3-8c09-64bf5bb0948b
Client fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@133 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console input
git-svn-id: https://garryshomepc/svn/494876-rust_src@134 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save snapshots
git-svn-id: https://garryshomepc/svn/494876-rust_src@135 0116351e-01fd-46a3-8c09-64bf5bb0948b
Misc files
git-svn-id: https://garryshomepc/svn/494876-rust_src@136 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@137 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with Pat's massive MeshBatch/Console clusterfuck
git-svn-id: https://garryshomepc/svn/494876-rust_src@138 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up after merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@139 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster Server/Plugin server now use new input methods
Console now searches all assemblies (doh)
git-svn-id: https://garryshomepc/svn/494876-rust_src@140 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up a window frame lod and physics mesh, doorframe uses lod for physics now
git-svn-id: https://garryshomepc/svn/494876-rust_src@141 0116351e-01fd-46a3-8c09-64bf5bb0948b
stair lod and physics model
git-svn-id: https://garryshomepc/svn/494876-rust_src@142 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up non lod stairs a bit, and actually committing the fbx now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@143 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added backpacks
Added LOD's to deployables that were missing them
Added some environmental test prefabs
Added fix for combat logging
Deployables can no longer go on debris
Bug with food tool tip
Revamped decay time
Changed LODBias to 1.0 on all quality levels
git-svn-id: https://garryshomepc/svn/494876-rust_src@144 0116351e-01fd-46a3-8c09-64bf5bb0948b
added CameraEventMaskClear.cs
sets camera.eventMask to zero ( which should buy us a worthy amount of performance per frame )
git-svn-id: https://garryshomepc/svn/494876-rust_src@145 0116351e-01fd-46a3-8c09-64bf5bb0948b
kick players with invalid secure hashes ( by request of helk )
git-svn-id: https://garryshomepc/svn/494876-rust_src@146 0116351e-01fd-46a3-8c09-64bf5bb0948b
lod models for stairs, fixes to stairs, physics model for stairs.
cameras now set eventMask to 0
auto kick when someones datablock hash doesnt match.
git-svn-id: https://garryshomepc/svn/494876-rust_src@147 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
You can no longer place structures too close to eachother
placing structures should be easier visually (you'll always see the component, just in red )
Ceilings/Floors won't decay so long as a pillar is on them
Some food items now restore health and remove rads
Raw Chicken breasts hurt you when you eat them
Added LOD Culling to most player deployables
Added new Backpack models for players and zombies
Added Combat Logging fix.. If you disconnect within 30 seconds of taking damage, or if you disconnect while bleeding you die
git-svn-id: https://garryshomepc/svn/494876-rust_src@148 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@149 0116351e-01fd-46a3-8c09-64bf5bb0948b
view models now don't copy skinned mesh renderers for multiple passes ( unsure if its going to work in webplayer, so old method is available via ccon )
one gotcha to the way we do it now is that we can't have multi-material meshes set to vm objects.
holosight seems to be the only thing that applies to above rule and i modified the mesh because of that.
tracers that hit doors, no longer push them
added in autokick_dbhash (boolean). defaults to false, when we set it to true people with out of date or modified datablocks will be auto kicked.
added TransCarrier component to WoodFoundation for helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@150 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge from Branch :
You can no longer place structures too close to eachother
placing structures should be easier visually (you'll always see the component, just in red )
Ceilings/Floors won't decay so long as a pillar is on them
Some food items now restore health and remove rads
Raw Chicken breasts hurt you when you eat them
Added LOD Culling to most player deployables
Added new Backpack models for players and zombies
Added Combat Logging fix.. If you disconnect within 30 seconds of taking damage, or if you disconnect while bleeding you die
git-svn-id: https://garryshomepc/svn/494876-rust_src@151 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@152 0116351e-01fd-46a3-8c09-64bf5bb0948b
view models now don't copy skinned mesh renderers for multiple passes ( unsure if its going to work in webplayer, so old method is available via ccon )
one gotcha to the way we do it now is that we can't have multi-material meshes set to vm objects.
holosight seems to be the only thing that applies to above rule and i modified the mesh because of that.
tracers that hit doors, no longer push them
added in autokick_dbhash (boolean). defaults to false, when we set it to true people with out of date or modified datablocks will be auto kicked.
added TransCarrier component to WoodFoundation for helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@153 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up doorframe's lod/physics ( now has that bottom plank in )
git-svn-id: https://garryshomepc/svn/494876-rust_src@154 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up doorframe's lod/physics ( now has that bottom plank in )
git-svn-id: https://garryshomepc/svn/494876-rust_src@155 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixing helks code to compile for client.
undid change to quality settings ( by me )
git-svn-id: https://garryshomepc/svn/494876-rust_src@156 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixing helks code to compile for client.
undid change to quality settings ( by me )
git-svn-id: https://garryshomepc/svn/494876-rust_src@157 0116351e-01fd-46a3-8c09-64bf5bb0948b
having problems launching the server.
only difference i can think of with recent changes is processor core count?
git-svn-id: https://garryshomepc/svn/494876-rust_src@158 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed chat /get /set /rc
added convar save.tofile
doing /do in the chat calls console commands
git-svn-id: https://garryshomepc/svn/494876-rust_src@159 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't delete build.txt
git-svn-id: https://garryshomepc/svn/494876-rust_src@160 0116351e-01fd-46a3-8c09-64bf5bb0948b
Builder now uses librust to output to console.. LIVE!
git-svn-id: https://garryshomepc/svn/494876-rust_src@161 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@162 0116351e-01fd-46a3-8c09-64bf5bb0948b
dedicated server will use the existing console if it has one
Added build_server_player_only.bat
Removed some ( now missing ) prefabs from the scenes
Fixed NetUser deriving from MonoBehaviour
Client to server console commands now work !
git-svn-id: https://garryshomepc/svn/494876-rust_src@163 0116351e-01fd-46a3-8c09-64bf5bb0948b
moved uLinkPolicyServer
git-svn-id: https://garryshomepc/svn/494876-rust_src@164 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted weapon fire audio, it should be more apparent how far away things are now
Added distant sounds for weapons
Added Silencer functionality! Short sound distance, no muzzle flash, minor recoil reduction, damage reduction
Tracers are now smaller, move faster, and aren't always the same size
Anisotropic textures set to by texture instead of forced on (performance improvement)
Fixed bug with recoil bonuses from aiming and crouching not stacking
git-svn-id: https://garryshomepc/svn/494876-rust_src@165 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted weapon fire audio, it should be more apparent how far away things are now
Added distant sounds for weapons
Added Silencer functionality! Short sound distance, no muzzle flash, minor recoil reduction, damage reduction
Tracers are now smaller, move faster, and aren't always the same size
Anisotropic textures set to by texture instead of forced on (performance improvement)
Fixed bug with recoil bonuses from aiming and crouching not stacking
git-svn-id: https://garryshomepc/svn/494876-rust_src@166 0116351e-01fd-46a3-8c09-64bf5bb0948b
Filled in SaveableINventory ReadObjectSave
git-svn-id: https://garryshomepc/svn/494876-rust_src@167 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted ranges for far sounds
Changed far sounds
Changes some silencer sounds and increased silencer range
git-svn-id: https://garryshomepc/svn/494876-rust_src@168 0116351e-01fd-46a3-8c09-64bf5bb0948b
Enabled context menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@169 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted ranges for far sounds
Changed far sounds
Changes some silencer sounds and increased silencer range
git-svn-id: https://garryshomepc/svn/494876-rust_src@170 0116351e-01fd-46a3-8c09-64bf5bb0948b
Helk was fucking us about
git-svn-id: https://garryshomepc/svn/494876-rust_src@171 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Cluster Server heartbeat
git-svn-id: https://garryshomepc/svn/494876-rust_src@172 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot Pingpong query
git-svn-id: https://garryshomepc/svn/494876-rust_src@173 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@174 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed LODBias to 1
Silencer reduces range by 35%
Silencer sound can be heard farther away
git-svn-id: https://garryshomepc/svn/494876-rust_src@175 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed LODBias to 1
Silencer reduces range by 35%
Silencer sound can be heard farther away
git-svn-id: https://garryshomepc/svn/494876-rust_src@176 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Libraries directory ( for extern code )
General cleanup of extern code.
When jenkins goes to build it should automatically prebuild Libraries and move the files into the project ( we'll see )
git-svn-id: https://garryshomepc/svn/494876-rust_src@177 0116351e-01fd-46a3-8c09-64bf5bb0948b
missed this one
git-svn-id: https://garryshomepc/svn/494876-rust_src@178 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@179 0116351e-01fd-46a3-8c09-64bf5bb0948b
added libraries
about to see if jenkins works with the libraries folder or not
git-svn-id: https://garryshomepc/svn/494876-rust_src@180 0116351e-01fd-46a3-8c09-64bf5bb0948b
Looks like jenkins is missing MSBuild, When building of libraries fails, i'm just echoing that it did until jenkins has MSBuild
git-svn-id: https://garryshomepc/svn/494876-rust_src@181 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@182 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to sliders in options
removed nothing fix in meshbatch (for non existant server bug fix)
git-svn-id: https://garryshomepc/svn/494876-rust_src@183 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to sliders in options
removed nothing fix in meshbatch (for non existant server bug fix)
git-svn-id: https://garryshomepc/svn/494876-rust_src@184 0116351e-01fd-46a3-8c09-64bf5bb0948b
pending changes to contextual, reduced some overloads and getting tapping/holding of e to not/do bring up menu.
git-svn-id: https://garryshomepc/svn/494876-rust_src@185 0116351e-01fd-46a3-8c09-64bf5bb0948b
Weightmapped naked dude + CAT animation rig for it
git-svn-id: https://garryshomepc/svn/494876-rust_src@186 0116351e-01fd-46a3-8c09-64bf5bb0948b
Run north anim
git-svn-id: https://garryshomepc/svn/494876-rust_src@187 0116351e-01fd-46a3-8c09-64bf5bb0948b
playermodel FBXes
git-svn-id: https://garryshomepc/svn/494876-rust_src@188 0116351e-01fd-46a3-8c09-64bf5bb0948b
Proper FBXes for naked dude
git-svn-id: https://garryshomepc/svn/494876-rust_src@189 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@190 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save avatar on player disconnect
Call Session_Close on player disconnect
git-svn-id: https://garryshomepc/svn/494876-rust_src@191 0116351e-01fd-46a3-8c09-64bf5bb0948b
Close session on disconnect
git-svn-id: https://garryshomepc/svn/494876-rust_src@192 0116351e-01fd-46a3-8c09-64bf5bb0948b
Latest librust
git-svn-id: https://garryshomepc/svn/494876-rust_src@193 0116351e-01fd-46a3-8c09-64bf5bb0948b
context rework is coming along nicely, theres one bug i have to fix and then i'll merge it in with trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@194 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@195 0116351e-01fd-46a3-8c09-64bf5bb0948b
Context menu updated.
You now hold e down for things with a menu.
Going to change it slightly but want to commit to trunk to test webplayer build as i'm working.
git-svn-id: https://garryshomepc/svn/494876-rust_src@196 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@197 0116351e-01fd-46a3-8c09-64bf5bb0948b
Context menu updated.
You now hold e down for things with a menu, or tap it for a quick action.
Going to change it slightly but want to commit to trunk to test webplayer build as i'm working.
git-svn-id: https://garryshomepc/svn/494876-rust_src@198 0116351e-01fd-46a3-8c09-64bf5bb0948b
Broke apart ContextPopup and its nested types into different files.
Renamed ContextPopup to plain old Context
Moved GUI stuff off to ContextUI
Then gave nested types their own files.
Changed IContextRequestable to not return a IEnumerable in Query. Instead you return flags on how it can be executed, then Context figures out what to call from there ( in a way where we're not waiting for quick tap, before sending menu options when they exist ).
Fixed issue with being in the context menu of something that has been killed. ( you're now thrusted out of the menu )
The logic to Context has been simplified ( its still doing lots of tip toeing, but in a more straight forward way )
git-svn-id: https://garryshomepc/svn/494876-rust_src@199 0116351e-01fd-46a3-8c09-64bf5bb0948b
Broke apart ContextPopup and its nested types into different files.
Renamed ContextPopup to plain old Context
Moved GUI stuff off to ContextUI
Then gave nested types their own files.
Changed IContextRequestable to not return a IEnumerable in Query. Instead you return flags on how it can be executed, then Context figures out what to call from there ( in a way where we're not waiting for quick tap, before sending menu options when they exist ).
Fixed issue with being in the context menu of something that has been killed. ( you're now thrusted out of the menu )
The logic to Context has been simplified ( its still doing lots of tip toeing, but in a more straight forward way )
git-svn-id: https://garryshomepc/svn/494876-rust_src@200 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@201 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@202 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@203 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging my branch in. This shit is happening.
git-svn-id: https://garryshomepc/svn/494876-rust_src@204 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed -cluster_host command line to just -cluster
git-svn-id: https://garryshomepc/svn/494876-rust_src@205 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaked server startup so we can setup via command line
Fixed merge fuckups
git-svn-id: https://garryshomepc/svn/494876-rust_src@206 0116351e-01fd-46a3-8c09-64bf5bb0948b
NOt used
git-svn-id: https://garryshomepc/svn/494876-rust_src@207 0116351e-01fd-46a3-8c09-64bf5bb0948b
Build order
git-svn-id: https://garryshomepc/svn/494876-rust_src@208 0116351e-01fd-46a3-8c09-64bf5bb0948b
client should build common files too (for the builder)
git-svn-id: https://garryshomepc/svn/494876-rust_src@209 0116351e-01fd-46a3-8c09-64bf5bb0948b
If we can't attach our console.. create one!
git-svn-id: https://garryshomepc/svn/494876-rust_src@210 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed debug text
git-svn-id: https://garryshomepc/svn/494876-rust_src@211 0116351e-01fd-46a3-8c09-64bf5bb0948b
live server starter
git-svn-id: https://garryshomepc/svn/494876-rust_src@212 0116351e-01fd-46a3-8c09-64bf5bb0948b
Use the real web server - not a local webserver
git-svn-id: https://garryshomepc/svn/494876-rust_src@213 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow hosted cluster servers to use the API
git-svn-id: https://garryshomepc/svn/494876-rust_src@214 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't try to close sessions. It's a waste of time.
git-svn-id: https://garryshomepc/svn/494876-rust_src@215 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't let the same user connect to the server twice
git-svn-id: https://garryshomepc/svn/494876-rust_src@216 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bit of output describing why they're being kicked
git-svn-id: https://garryshomepc/svn/494876-rust_src@217 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trying to get outputting to jenkins
git-svn-id: https://garryshomepc/svn/494876-rust_src@218 0116351e-01fd-46a3-8c09-64bf5bb0948b
Saving and Loading now happens automatically, on a schedule
git-svn-id: https://garryshomepc/svn/494876-rust_src@219 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed port to be the rust default
git-svn-id: https://garryshomepc/svn/494876-rust_src@220 0116351e-01fd-46a3-8c09-64bf5bb0948b
The server IP isn't hard coded any more. We provide it to the connect command.
git-svn-id: https://garryshomepc/svn/494876-rust_src@221 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server data loading.. nicer
git-svn-id: https://garryshomepc/svn/494876-rust_src@222 0116351e-01fd-46a3-8c09-64bf5bb0948b
Jenkins test
git-svn-id: https://garryshomepc/svn/494876-rust_src@223 0116351e-01fd-46a3-8c09-64bf5bb0948b
saves end in .sav - not .save
git-svn-id: https://garryshomepc/svn/494876-rust_src@224 0116351e-01fd-46a3-8c09-64bf5bb0948b
Output chat to console
git-svn-id: https://garryshomepc/svn/494876-rust_src@225 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disabled options button - because I broked the options
git-svn-id: https://garryshomepc/svn/494876-rust_src@226 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added status command
git-svn-id: https://garryshomepc/svn/494876-rust_src@227 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed a lot of debug output
git-svn-id: https://garryshomepc/svn/494876-rust_src@228 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed more debug output
git-svn-id: https://garryshomepc/svn/494876-rust_src@229 0116351e-01fd-46a3-8c09-64bf5bb0948b
No need to tell us it's parsed ok
git-svn-id: https://garryshomepc/svn/494876-rust_src@230 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow connected user's to run admin commands
git-svn-id: https://garryshomepc/svn/494876-rust_src@231 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console SAY command
git-svn-id: https://garryshomepc/svn/494876-rust_src@232 0116351e-01fd-46a3-8c09-64bf5bb0948b
Stupid debug spam
git-svn-id: https://garryshomepc/svn/494876-rust_src@233 0116351e-01fd-46a3-8c09-64bf5bb0948b
This needs to be static
git-svn-id: https://garryshomepc/svn/494876-rust_src@234 0116351e-01fd-46a3-8c09-64bf5bb0948b
Chat - no username with colouring
git-svn-id: https://garryshomepc/svn/494876-rust_src@235 0116351e-01fd-46a3-8c09-64bf5bb0948b
Jenkins test
git-svn-id: https://garryshomepc/svn/494876-rust_src@236 0116351e-01fd-46a3-8c09-64bf5bb0948b
Jenkins test
git-svn-id: https://garryshomepc/svn/494876-rust_src@237 0116351e-01fd-46a3-8c09-64bf5bb0948b
Client errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@238 0116351e-01fd-46a3-8c09-64bf5bb0948b
Stick this in your big fat head jenkins
git-svn-id: https://garryshomepc/svn/494876-rust_src@239 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fucking jenkins
git-svn-id: https://garryshomepc/svn/494876-rust_src@240 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't save a DEAD player you dummy!
If loading an avatar with minus figure health - set it to 1.
git-svn-id: https://garryshomepc/svn/494876-rust_src@241 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save avatar properly !
git-svn-id: https://garryshomepc/svn/494876-rust_src@242 0116351e-01fd-46a3-8c09-64bf5bb0948b
suicide command
git-svn-id: https://garryshomepc/svn/494876-rust_src@243 0116351e-01fd-46a3-8c09-64bf5bb0948b
Load blueprints
git-svn-id: https://garryshomepc/svn/494876-rust_src@244 0116351e-01fd-46a3-8c09-64bf5bb0948b
Store 'saved' avatar on client - so when they spawn we can use it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@245 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wipe inventory after dropping loot!
git-svn-id: https://garryshomepc/svn/494876-rust_src@246 0116351e-01fd-46a3-8c09-64bf5bb0948b
Compile error
git-svn-id: https://garryshomepc/svn/494876-rust_src@247 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleanup
git-svn-id: https://garryshomepc/svn/494876-rust_src@248 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added warnings to debug weapon mods not restoring
git-svn-id: https://garryshomepc/svn/494876-rust_src@249 0116351e-01fd-46a3-8c09-64bf5bb0948b
Clean up
git-svn-id: https://garryshomepc/svn/494876-rust_src@250 0116351e-01fd-46a3-8c09-64bf5bb0948b
Saved subslots
git-svn-id: https://garryshomepc/svn/494876-rust_src@251 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow right clicking in test.html
git-svn-id: https://garryshomepc/svn/494876-rust_src@252 0116351e-01fd-46a3-8c09-64bf5bb0948b
garry trunk merge LOLZ
git-svn-id: https://garryshomepc/svn/494876-rust_src@253 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged differences between trunk and this branch (rather than range of revisions)
git-svn-id: https://garryshomepc/svn/494876-rust_src@254 0116351e-01fd-46a3-8c09-64bf5bb0948b
Unified RustPlayer FBX + sprint anim
git-svn-id: https://garryshomepc/svn/494876-rust_src@255 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged latest branch changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@256 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Event Log
Removed gamedata references
Session/Get/ properly reports admin status
git-svn-id: https://garryshomepc/svn/494876-rust_src@257 0116351e-01fd-46a3-8c09-64bf5bb0948b
partial merge with trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@258 0116351e-01fd-46a3-8c09-64bf5bb0948b
final trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@259 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added backpack model and texture
git-svn-id: https://garryshomepc/svn/494876-rust_src@260 0116351e-01fd-46a3-8c09-64bf5bb0948b
3dsmax 2012 file containing new clothing items: Woolyhat, Hoody, Jeans and Boots. Will upload textures afterwards.
git-svn-id: https://garryshomepc/svn/494876-rust_src@261 0116351e-01fd-46a3-8c09-64bf5bb0948b
News posts can have selected HTML
Cleaned up news post layout
Background scrolls normally
git-svn-id: https://garryshomepc/svn/494876-rust_src@262 0116351e-01fd-46a3-8c09-64bf5bb0948b
If invalid json response - report it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@263 0116351e-01fd-46a3-8c09-64bf5bb0948b
User search
git-svn-id: https://garryshomepc/svn/494876-rust_src@264 0116351e-01fd-46a3-8c09-64bf5bb0948b
User banning, User info page
git-svn-id: https://garryshomepc/svn/494876-rust_src@265 0116351e-01fd-46a3-8c09-64bf5bb0948b
This redirect to index isn't helping debug the log out issue
git-svn-id: https://garryshomepc/svn/494876-rust_src@266 0116351e-01fd-46a3-8c09-64bf5bb0948b
editor changes:
can now switch between server and client mode in editor
can now connect via connection window or reconnect menu item ( once connected one time )
git-svn-id: https://garryshomepc/svn/494876-rust_src@267 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@268 0116351e-01fd-46a3-8c09-64bf5bb0948b
see http://wiki.office.facepunch.com/index.php/Playing_Rust_In_Editor and http://wiki.office.facepunch.com/index.php/Hosting_a_Rust_Server_In_Editor for more info
editor changes:
can now switch between server and client mode in editor
can now connect via connection window or reconnect menu item ( once connected one time )
git-svn-id: https://garryshomepc/svn/494876-rust_src@269 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed editor_client ( which only defined RUSTCLIENT )
eventually we'll make sure anything that uses UNITY_EDITOR does not assume both
git-svn-id: https://garryshomepc/svn/494876-rust_src@270 0116351e-01fd-46a3-8c09-64bf5bb0948b
If there was a good reason for these changes then please put them back with comments. As it is I can't see that they have any effect.
git-svn-id: https://garryshomepc/svn/494876-rust_src@271 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added profiler.record <seconds>
Added Rust > Load Profile Data menu option
git-svn-id: https://garryshomepc/svn/494876-rust_src@272 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save text two lines instead of 4
git-svn-id: https://garryshomepc/svn/494876-rust_src@273 0116351e-01fd-46a3-8c09-64bf5bb0948b
Testing Bill's awesome theory
git-svn-id: https://garryshomepc/svn/494876-rust_src@274 0116351e-01fd-46a3-8c09-64bf5bb0948b
ifdef UNityEditor
git-svn-id: https://garryshomepc/svn/494876-rust_src@275 0116351e-01fd-46a3-8c09-64bf5bb0948b
Verbose Logging on player spawn. Lets solve this shit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@276 0116351e-01fd-46a3-8c09-64bf5bb0948b
Try to catch NAN spawns and correct + report so we can find out where we're going wrong.
git-svn-id: https://garryshomepc/svn/494876-rust_src@277 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added warning to the closest point of crashing possible on bad position
git-svn-id: https://garryshomepc/svn/494876-rust_src@278 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed game not saving if save not loaded initially !
git-svn-id: https://garryshomepc/svn/494876-rust_src@279 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added consolecommand -> find !
git-svn-id: https://garryshomepc/svn/494876-rust_src@280 0116351e-01fd-46a3-8c09-64bf5bb0948b
This folder shouldn't be here
git-svn-id: https://garryshomepc/svn/494876-rust_src@281 0116351e-01fd-46a3-8c09-64bf5bb0948b
Walk animations + idle stand
git-svn-id: https://garryshomepc/svn/494876-rust_src@282 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@283 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge from yesterday (whoops)
git-svn-id: https://garryshomepc/svn/494876-rust_src@284 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console Args
-Fixed all args being made lowercase
-Fixed args not obeying double quotes i.e. 1 2 "hello world" 3 is 4 words
-Added inv.give to give yourself items as an admin
-Added env.timing to change the time of day
Inventories can now be dynamic sizes
-Campfires now only have 6 slots
-Stashes have 3
-You now only drop one bag on death that contains everything
Player inventory size changed from 48 to 30
Fixed some render distances
Viewmodel sprint animations should be fixed
Stashes now have a very very short render distance.
Added Large Wood Storage
Fixes to M4 weapon stats (they were totally wrong and )
Removed recoil bonus from silencer
Medkits heal at half speed, and can only be used once every 5 seconds (in preperation for them being an active item)
git-svn-id: https://garryshomepc/svn/494876-rust_src@285 0116351e-01fd-46a3-8c09-64bf5bb0948b
Backpack source + height mod
git-svn-id: https://garryshomepc/svn/494876-rust_src@286 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@287 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebalanced item drops
-Slightly more ammo drops
-Zombies now drop more critical items (Research kits )
-No more 9mm pistol blueprints
git-svn-id: https://garryshomepc/svn/494876-rust_src@288 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@289 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@290 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added voice comm
Allowed using resources folder
Added VoiceChat key - defaults to v
git-svn-id: https://garryshomepc/svn/494876-rust_src@291 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging in web changes from my branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@292 0116351e-01fd-46a3-8c09-64bf5bb0948b
Voicecom test
git-svn-id: https://garryshomepc/svn/494876-rust_src@293 0116351e-01fd-46a3-8c09-64bf5bb0948b
No debug playback!
git-svn-id: https://garryshomepc/svn/494876-rust_src@294 0116351e-01fd-46a3-8c09-64bf5bb0948b
No distance limiter
Spam volume
git-svn-id: https://garryshomepc/svn/494876-rust_src@295 0116351e-01fd-46a3-8c09-64bf5bb0948b
Debugging voicecom
git-svn-id: https://garryshomepc/svn/494876-rust_src@296 0116351e-01fd-46a3-8c09-64bf5bb0948b
More voice comm test
git-svn-id: https://garryshomepc/svn/494876-rust_src@297 0116351e-01fd-46a3-8c09-64bf5bb0948b
Apparently added sa at the end of this line before I committed
git-svn-id: https://garryshomepc/svn/494876-rust_src@298 0116351e-01fd-46a3-8c09-64bf5bb0948b
I am fucking useless
git-svn-id: https://garryshomepc/svn/494876-rust_src@299 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed RUSTPURE
RUSTSERVER is now SERVER
RUSTCLIENT is now CLIENT
RUSTSERVER and RUSTCLIENT should not be defined at the same time anymore.
git-svn-id: https://garryshomepc/svn/494876-rust_src@300 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed RUSTPURE
RUSTSERVER is now SERVER
RUSTCLIENT is now CLIENT
RUSTSERVER and RUSTCLIENT should not be defined at the same time anymore.
git-svn-id: https://garryshomepc/svn/494876-rust_src@301 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added debug checks for voice comm
git-svn-id: https://garryshomepc/svn/494876-rust_src@302 0116351e-01fd-46a3-8c09-64bf5bb0948b
Debug output
git-svn-id: https://garryshomepc/svn/494876-rust_src@303 0116351e-01fd-46a3-8c09-64bf5bb0948b
ProjectSettings.asset - fixed for build server?
git-svn-id: https://garryshomepc/svn/494876-rust_src@304 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk merge disaster
git-svn-id: https://garryshomepc/svn/494876-rust_src@305 0116351e-01fd-46a3-8c09-64bf5bb0948b
voicecom is hurting my brain
git-svn-id: https://garryshomepc/svn/494876-rust_src@306 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wake up garry
git-svn-id: https://garryshomepc/svn/494876-rust_src@307 0116351e-01fd-46a3-8c09-64bf5bb0948b
trunk merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@308 0116351e-01fd-46a3-8c09-64bf5bb0948b
Large Wood storage actually spawns now, derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@309 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console Args
-Fixed all args being made lowercase
-Fixed args not obeying double quotes i.e. 1 2 "hello world" 3 is 4 words
-Added inv.give to give yourself items as an admin
-Added env.timing to change the time of day
Inventories can now be dynamic sizes
-Campfires now only have 6 slots
-Stashes have 3
-You now only drop one bag on death that contains everything
Player inventory size changed from 48 to 30
Fixed some render distances
Viewmodel sprint animations should be fixed
Stashes now have a very very short render distance.
Added Large Wood Storage
Fixes to M4 weapon stats (they were totally wrong and )
Removed recoil bonus from silencer
Medkits heal at half speed, and can only be used once every 5 seconds (in preperation for them being an active item)
Rebalanced item drops
-Slightly more ammo drops
-Zombies now drop more critical items (Research kits )
-No more 9mm pistol blueprints
git-svn-id: https://garryshomepc/svn/494876-rust_src@310 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed useless file
git-svn-id: https://garryshomepc/svn/494876-rust_src@311 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added voice.distance
Removed debug spam
Set max distance on speaker audio source
git-svn-id: https://garryshomepc/svn/494876-rust_src@312 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed client not compiling
git-svn-id: https://garryshomepc/svn/494876-rust_src@313 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added save.autosavetime to control how often we should automatically save the world
Added timers on saving - to see if it's taking a long time
git-svn-id: https://garryshomepc/svn/494876-rust_src@314 0116351e-01fd-46a3-8c09-64bf5bb0948b
merge with trunk, and added tp2p tp2w and prepare_restart
git-svn-id: https://garryshomepc/svn/494876-rust_src@315 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@316 0116351e-01fd-46a3-8c09-64bf5bb0948b
added tp2p tp2w and prepare_restart
git-svn-id: https://garryshomepc/svn/494876-rust_src@317 0116351e-01fd-46a3-8c09-64bf5bb0948b
renamed some conflicting console system class names
git-svn-id: https://garryshomepc/svn/494876-rust_src@318 0116351e-01fd-46a3-8c09-64bf5bb0948b
renamed some conflicting console system class names
git-svn-id: https://garryshomepc/svn/494876-rust_src@319 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up some things with build files ( editor shouldnt have BATCHFIX defined, but avoiding copy and paste of overriding script defines )
fixed some obsolete warnings.
added a way to mark ConsoleSystem types inside of a assembly as not requiring the period. (see the top of ConsoleSystem-find.cs). [strong attempt to not change much with this]
git-svn-id: https://garryshomepc/svn/494876-rust_src@320 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up some things with build files ( editor shouldnt have BATCHFIX defined, but avoiding copy and paste of overriding script defines )
fixed some obsolete warnings.
added a way to mark ConsoleSystem types inside of a assembly as not requiring the period. (see the top of ConsoleSystem-find.cs). [strong attempt to not change much with this]
git-svn-id: https://garryshomepc/svn/494876-rust_src@321 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for issue with added console feature
fix for env.timing ( you now may enter 1 argument to only adjust time, or no arguments at all to see the values )
git-svn-id: https://garryshomepc/svn/494876-rust_src@322 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for issue with added console feature
fix for env.timing ( you now may enter 1 argument to only adjust time, or no arguments at all to see the values )
git-svn-id: https://garryshomepc/svn/494876-rust_src@323 0116351e-01fd-46a3-8c09-64bf5bb0948b
This classless stuff was nasty. The whole deal with the global. stuff is that they're all just regular console commands on the global. class - there's no special classes or anything. It complicates it when you add special stuff for them. So it's gone and seems to work.
git-svn-id: https://garryshomepc/svn/494876-rust_src@324 0116351e-01fd-46a3-8c09-64bf5bb0948b
FindPlayerClientsByString - now returns exact matches if it finds them, then searches for partials and userid matches
Cleaned up teleport commands.
KISS: Renamed "teleport player player" to "teleport to player"
KISS: Renamed "teleport player world" to "teleport to pos"
git-svn-id: https://garryshomepc/svn/494876-rust_src@325 0116351e-01fd-46a3-8c09-64bf5bb0948b
A lot of this stuff could be server only.
git-svn-id: https://garryshomepc/svn/494876-rust_src@326 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@327 0116351e-01fd-46a3-8c09-64bf5bb0948b
wooo close to having all strucutre component colliders batched.
git-svn-id: https://garryshomepc/svn/494876-rust_src@328 0116351e-01fd-46a3-8c09-64bf5bb0948b
MeshBatch is now working with physics.
I integrate one changes to mesh colliders per frame as to not have the server lock up ( and a frame should be very fast outside of editor ).
A 144 peice structure spends 12ms in PhysX.Bake Mesh bla bla, which ideally would be less but it is one of the the only small spots that runs on the main thread the server should be able to handle 50-100ms hiccups just fine.
I still have to test if the original colliders actually need to be removed or not ( right now I'm just disabling them ). It would be nice if we could keep them around for subtesting geometry.
Some quick usage:
Raycast -> Merged instance: ( local: Raycast hit )
MeshBatchInstance instance;
if( hit.GetMergedMeshBatchInstance( out instance ) )
{
instance <- is merged mesh batched instance.
}
else
{
regular hit.
}
From now on with explosives we should be using MeshBatchPhysicalTarget.OverlapSphere ( instead of Physics.OverlapSphere )
Theres some other stuff that still needs sorting out and refinement but its going well overall.
git-svn-id: https://garryshomepc/svn/494876-rust_src@329 0116351e-01fd-46a3-8c09-64bf5bb0948b
clothing textures uploading into their respective folders.
git-svn-id: https://garryshomepc/svn/494876-rust_src@330 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding the scale adjusted version of the clothing.max file. Hoody, WoolyHat,Jeans and boots.
git-svn-id: https://garryshomepc/svn/494876-rust_src@331 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding the parachute and supplycrate with textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@332 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@333 0116351e-01fd-46a3-8c09-64bf5bb0948b
Latest trunk - it missed these for some reason
git-svn-id: https://garryshomepc/svn/494876-rust_src@334 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge from Trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@335 0116351e-01fd-46a3-8c09-64bf5bb0948b
lots of changes internally how jobs are picked. reduced memory usage.
some issues i have to fix up still, can't seem to poll whats going on from editor without a crash -- but i'm pretty sure i just need some sleep
git-svn-id: https://garryshomepc/svn/494876-rust_src@336 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rigged new urban clothing set + polished weighting on desert/basiccloth set.
git-svn-id: https://garryshomepc/svn/494876-rust_src@337 0116351e-01fd-46a3-8c09-64bf5bb0948b
*BASIC* crouchwalking animations quickly derived from the walking ones
git-svn-id: https://garryshomepc/svn/494876-rust_src@338 0116351e-01fd-46a3-8c09-64bf5bb0948b
looks like most kinks are werked out
gonna merge with trunk after this and then hopefully merge into trunk tonite
git-svn-id: https://garryshomepc/svn/494876-rust_src@339 0116351e-01fd-46a3-8c09-64bf5bb0948b
sanitizing / centralizing explosion code while plugging it in to the new system
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@340 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed console not working if not connected to a server
git-svn-id: https://garryshomepc/svn/494876-rust_src@341 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a console
Added GameUI - which ironically should contain all UI that is not in-game UI
Added a CONSOLE controller to LevelShared - to network console calls (instead of doing it in chat)
Added Daikon Forge GUI system (WE NOW HAVE 3 GUI SYSTEMS GOING :)
Added GameUI.Scene to baseclient.build
Added Layer32 - GameUI
git-svn-id: https://garryshomepc/svn/494876-rust_src@342 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added shadow to skin
git-svn-id: https://garryshomepc/svn/494876-rust_src@343 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding cloth textures for the player model.
git-svn-id: https://garryshomepc/svn/494876-rust_src@344 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added supply plane
Added supply drops
fixes for not compiling locally [system.nonserialize]
git-svn-id: https://garryshomepc/svn/494876-rust_src@345 0116351e-01fd-46a3-8c09-64bf5bb0948b
looks like everythings working as per normal but with physics mesh batching now. going to merge in with trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@346 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk, about to merge into trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@347 0116351e-01fd-46a3-8c09-64bf5bb0948b
mesh batch now works on server for colliders. http://puu.sh/42pnA.png
( 29089 colliders -> 6923 )
1 collider per structure master. nothing but structure components are currently batched.
It does all the math and buffer combining on a separate thread, when ready the server integrates one UnityEngine.Mesh to one UnityEngine.MeshCollider per frame ( since its the slowest part of all of this and can't be threaded ). The integration hiccups should be ok for the server to handle this way.
As the client version with graphical mesh combining when stuff gets removed / destroyed it rebuilds the mesh and all that good stuff.
Part of the fix required me to centralize exploision code since we're now dealing with multiple objects sharing a collider ( but its all solved for and works the same )
I still need to check any server code that is raycasting for structure components, which i'll do after this commit. so far testing on my own it seems like everything is in order.
Other changes:
- simplified changing editor mode ( no longer prompts you for 'take me there' just takes you there with the suggested mode selected ( you just need to press change )
- added console command rustserver.count_objects which we can use to count objects. if any argument is provided it'll count only those that typename match.
- exposed/stored the triangleIndex value off RaycastHit to RaycastHit2 [triangleIndex is used with merged models to figure out what it hit inside of the big output]
- debug input ( H and O ) work when in editor now (only editor).
- fixed some serialization errors
- some reason when i use the build bat my %CD% isnt right, set GAME_PROJECT_DIR prior to devenv stuff.
git-svn-id: https://garryshomepc/svn/494876-rust_src@348 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a check in structure master.
reenabled shadows for low lods ( and windows, pillars )
set ramps collider as convex
git-svn-id: https://garryshomepc/svn/494876-rust_src@349 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a check in structure master.
reenabled shadows for low lods ( and windows, pillars )
set ramps collider as convex
git-svn-id: https://garryshomepc/svn/494876-rust_src@350 0116351e-01fd-46a3-8c09-64bf5bb0948b
Options window WIP
git-svn-id: https://garryshomepc/svn/494876-rust_src@351 0116351e-01fd-46a3-8c09-64bf5bb0948b
First person arms with textures and max 2012 file.
git-svn-id: https://garryshomepc/svn/494876-rust_src@352 0116351e-01fd-46a3-8c09-64bf5bb0948b
Game Options, Key Binds
git-svn-id: https://garryshomepc/svn/494876-rust_src@353 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tying GUI controls to convars via small modular scripts
git-svn-id: https://garryshomepc/svn/494876-rust_src@354 0116351e-01fd-46a3-8c09-64bf5bb0948b
renamed console systems and commands
rustserver.prepare_restart = game.restart
rustserver.count_objects = objects.count
git-svn-id: https://garryshomepc/svn/494876-rust_src@355 0116351e-01fd-46a3-8c09-64bf5bb0948b
removing some test changes i made a few revisions back
git-svn-id: https://garryshomepc/svn/494876-rust_src@356 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@357 0116351e-01fd-46a3-8c09-64bf5bb0948b
renamed console systems and commands
rustserver.prepare_restart = game.restart
rustserver.count_objects = objects.count
git-svn-id: https://garryshomepc/svn/494876-rust_src@358 0116351e-01fd-46a3-8c09-64bf5bb0948b
looks like i fixed the issues with merged meshes not deleting
reverted another file that had temporary changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@359 0116351e-01fd-46a3-8c09-64bf5bb0948b
looks like i fixed the issues with merged meshes not deleting ( which caused a server crash today )
git-svn-id: https://garryshomepc/svn/494876-rust_src@360 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added wildlife manager - calculates AI automatically across multiple frames
Fixed supply plane dropping multiple times in a day
Optimized some code
git-svn-id: https://garryshomepc/svn/494876-rust_src@361 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@362 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Supply Drop
Added Supply Plane
Wildlife now calculates across multiple frames (much faster, no hiccups)
Wildlife allocates less garbage
Fixed collision box on Large Wood Box
Fixed Blueprint for Large Wood Box
git-svn-id: https://garryshomepc/svn/494876-rust_src@363 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up destruction of all things meshbatch properly now
added ServerManagement.OnServerWillDestroy() which is overridden in RustServerManagement. Gets called prior to any IDMain being destroyed on server through NetCull.Destroy.
should fix up all the error logging when the server shuts down.
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@364 0116351e-01fd-46a3-8c09-64bf5bb0948b
build fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@365 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up WildlifeManager, need to test further.
TransCarrier does not do anything in OnDestroy anymore, its too error prone when the server shuts down. Moved functionality off to RustServerManagement.OnServerWillDestroy
Temporarily set VisNode to think everyone is blind ( takes the processing time way down, nothing uses its features yet so should make no difference )
Skipped a RPC by defining gender and skin of chickens by their replicated view id ( which should be pretty even ).
git-svn-id: https://garryshomepc/svn/494876-rust_src@366 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up destruction of all things meshbatch properly now
added ServerManagement.OnServerWillDestroy() which is overridden in RustServerManagement. Gets called prior to any IDMain being destroyed on server through NetCull.Destroy.
should fix up all the error logging when the server shuts down.
fixed up WildlifeManager, need to test further.
TransCarrier does not do anything in OnDestroy anymore, its too error prone when the server shuts down. Moved functionality off to RustServerManagement.OnServerWillDestroy
Temporarily set VisNode to think everyone is blind ( takes the processing time way down, nothing uses its features yet so should make no difference )
Skipped a RPC by defining gender and skin of chickens by their replicated view id ( which should be pretty even ).
git-svn-id: https://garryshomepc/svn/494876-rust_src@367 0116351e-01fd-46a3-8c09-64bf5bb0948b
amped up updates per frame and wildlife looks fine.
git-svn-id: https://garryshomepc/svn/494876-rust_src@368 0116351e-01fd-46a3-8c09-64bf5bb0948b
amped up updates per frame and wildlife looks fine. still need to put some sort of mechanism in that ensures stuff updates by some maximum time
git-svn-id: https://garryshomepc/svn/494876-rust_src@369 0116351e-01fd-46a3-8c09-64bf5bb0948b
some fixes for when we do hit the collider limit and have save files that hold more than the collider limit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@370 0116351e-01fd-46a3-8c09-64bf5bb0948b
Options panel works in theory! Woop!
git-svn-id: https://garryshomepc/svn/494876-rust_src@371 0116351e-01fd-46a3-8c09-64bf5bb0948b
Escape menu, menu screen
git-svn-id: https://garryshomepc/svn/494876-rust_src@372 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added hack to LockCursorManager which opens the menu screen when escape is pressed
HumanController - ignore keys when menu is open
Added menu screen - which pops up on escape and lets you choose options
git-svn-id: https://garryshomepc/svn/494876-rust_src@373 0116351e-01fd-46a3-8c09-64bf5bb0948b
the scene didn't save because unity sux
git-svn-id: https://garryshomepc/svn/494876-rust_src@374 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reworked basicwildlifeai and changed how WildlifeManager updates.
Added in millisecond based timers
git-svn-id: https://garryshomepc/svn/494876-rust_src@375 0116351e-01fd-46a3-8c09-64bf5bb0948b
wildlife performance is much higher now, and the manager does a better job at making sure things that need to send do
git-svn-id: https://garryshomepc/svn/494876-rust_src@376 0116351e-01fd-46a3-8c09-64bf5bb0948b
wildlife performance is much higher now, and the manager does a better job at making sure things that need to send do
it also doesnt network more htan it should.
git-svn-id: https://garryshomepc/svn/494876-rust_src@377 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed large wood storage blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@378 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed large wood storage blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@379 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@380 0116351e-01fd-46a3-8c09-64bf5bb0948b
Weightmapped new first person arms
git-svn-id: https://garryshomepc/svn/494876-rust_src@381 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rock with textures, fbx and 2012 max file
git-svn-id: https://garryshomepc/svn/494876-rust_src@382 0116351e-01fd-46a3-8c09-64bf5bb0948b
Freckle face font 64 for menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@383 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading new version of the rock and the respective textures, fbx and 3ds max 2012 file.
git-svn-id: https://garryshomepc/svn/494876-rust_src@384 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can now convar properties
git-svn-id: https://garryshomepc/svn/494876-rust_src@385 0116351e-01fd-46a3-8c09-64bf5bb0948b
Settings working apart from keybinds and resolution
Fixed server not compiling
Increased shadow distance in 'good' quality
git-svn-id: https://garryshomepc/svn/494876-rust_src@386 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@387 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updating cloth with alpha channels, the cloth shoes has alpha but it's not transparency, it's specular.
git-svn-id: https://garryshomepc/svn/494876-rust_src@388 0116351e-01fd-46a3-8c09-64bf5bb0948b
ConsoleSystem uses properties properly
Fixed render convars being wanky
Implemented Save tag on Convars
Convars save and load as expected
git-svn-id: https://garryshomepc/svn/494876-rust_src@389 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed serverside errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@390 0116351e-01fd-46a3-8c09-64bf5bb0948b
Full screen resolution setting
Fixed project settings
git-svn-id: https://garryshomepc/svn/494876-rust_src@391 0116351e-01fd-46a3-8c09-64bf5bb0948b
Key binds are working + saving to config + loading from config
git-svn-id: https://garryshomepc/svn/494876-rust_src@392 0116351e-01fd-46a3-8c09-64bf5bb0948b
Voice com key
Default config
git-svn-id: https://garryshomepc/svn/494876-rust_src@393 0116351e-01fd-46a3-8c09-64bf5bb0948b
Unity doesn't save until you close
git-svn-id: https://garryshomepc/svn/494876-rust_src@394 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@395 0116351e-01fd-46a3-8c09-64bf5bb0948b
Options and Console branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@396 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed layout
git-svn-id: https://garryshomepc/svn/494876-rust_src@397 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updating DF to latest (hoping to solve half pixel render errors)
git-svn-id: https://garryshomepc/svn/494876-rust_src@398 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't make controls triggers
git-svn-id: https://garryshomepc/svn/494876-rust_src@399 0116351e-01fd-46a3-8c09-64bf5bb0948b
DFGUI update
Resolved IndexOutOfRange exception when attempting to create a Texture Atlas but no selected texture is Read/Write
Added dfInputManager.RetainFocus option - Determines whether control will retain focus when empty screen is clicked
Added ability to set design-time screen width directly to allow for wider range of design options
Made SetFocus(), HasFocus(), and ContainsFocus() methods of dfGUIManager class static
Resolved issue in dfControl.OnMouseUp() on mobile touchscreen devices - No longer defaults to Hover state on mouse up
dfDragHandle class now allows mouse events to properly bubble up the hierarchy
Added initial multi-touch support, will be extended in upcoming revisions
Resolved NulllReferenceException in EventBindingEditor when generating event handler signature
Resolved issue with drag/drop where leaving a drop target then returning to it without going over another control first would fail to fire OnDragEnter event
Resolved issue with dfScrollPanel control allowing user to scroll past content boundaries in some situations
Added touch scrolling to dfListbox and dfScrollablePanel controls
Added design-time "snap to grid" and options to display grid and set grid size
Renamed object pooling classes in examples folder (added prefix to avoid naming collisions with other assets)
git-svn-id: https://garryshomepc/svn/494876-rust_src@400 0116351e-01fd-46a3-8c09-64bf5bb0948b
Open console using F1. Solves a lot of issues.
git-svn-id: https://garryshomepc/svn/494876-rust_src@401 0116351e-01fd-46a3-8c09-64bf5bb0948b
test fix to memory leak
deployable object now saves its transcarrier to world data ( need to test )
meshbatchinstance actually disables colliders in load now
git-svn-id: https://garryshomepc/svn/494876-rust_src@402 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Hostile Wildlife class
Added Wolf
Fixed Wilflife not roaming
git-svn-id: https://garryshomepc/svn/494876-rust_src@403 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@404 0116351e-01fd-46a3-8c09-64bf5bb0948b
test fix to memory leak
deployable object now saves its transcarrier to world data ( need to test )
meshbatchinstance actually disables colliders in load now
git-svn-id: https://garryshomepc/svn/494876-rust_src@405 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to server compile
git-svn-id: https://garryshomepc/svn/494876-rust_src@406 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot this
git-svn-id: https://garryshomepc/svn/494876-rust_src@407 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot this
git-svn-id: https://garryshomepc/svn/494876-rust_src@408 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaking default player size to temporarily avoid GUI corruption
git-svn-id: https://garryshomepc/svn/494876-rust_src@409 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't do chat when options/console is open
git-svn-id: https://garryshomepc/svn/494876-rust_src@410 0116351e-01fd-46a3-8c09-64bf5bb0948b
Compile fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@411 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed some bugs with hostile wildlife
Added sounds to hostile wildlife
Added Bear
Added Large Medkit
Small medkit heals slightly less health
Updated explosive charge icon
git-svn-id: https://garryshomepc/svn/494876-rust_src@412 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@413 0116351e-01fd-46a3-8c09-64bf5bb0948b
Errant spawnpoint for wildlife
git-svn-id: https://garryshomepc/svn/494876-rust_src@414 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up level loading. its not the nicest fix since we have to wait a fixed update for colliders to actually turn off ( and we can hit the collider limit if we don't )
So now loading stops every 10000" class="changeset">10000 objects loaded waits then resumes.
Disabled target frame rate.
git-svn-id: https://garryshomepc/svn/494876-rust_src@415 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@416 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up level loading. its not the nicest fix since we have to wait a fixed update for colliders to actually turn off ( and we can hit the collider limit if we don't )
So now loading stops every 10000" class="changeset">10000 objects loaded waits then resumes.
Disabled target frame rate.
git-svn-id: https://garryshomepc/svn/494876-rust_src@417 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed flashlights and lasers
git-svn-id: https://garryshomepc/svn/494876-rust_src@418 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed flashlights and lasers
git-svn-id: https://garryshomepc/svn/494876-rust_src@419 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing my branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@420 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating new branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@421 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed some bugs with hostile wildlife
Added sounds
Added Bear
Added Large Medkit
git-svn-id: https://garryshomepc/svn/494876-rust_src@422 0116351e-01fd-46a3-8c09-64bf5bb0948b
Auto save every 10 minutes by default
git-svn-id: https://garryshomepc/svn/494876-rust_src@423 0116351e-01fd-46a3-8c09-64bf5bb0948b
Kick users if trying to reconnect. There's a bug in here somewhere because this should have been working.
git-svn-id: https://garryshomepc/svn/494876-rust_src@424 0116351e-01fd-46a3-8c09-64bf5bb0948b
Options skin
git-svn-id: https://garryshomepc/svn/494876-rust_src@425 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding try catch around here.
git-svn-id: https://garryshomepc/svn/494876-rust_src@426 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@427 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleanup
git-svn-id: https://garryshomepc/svn/494876-rust_src@428 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@429 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
finally fixed memory leak, unity sucks
changed how structure components rebind during loading ( needs work still )
git-svn-id: https://garryshomepc/svn/494876-rust_src@430 0116351e-01fd-46a3-8c09-64bf5bb0948b
Animated viewmodel rock
git-svn-id: https://garryshomepc/svn/494876-rust_src@431 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster sends a heartbeat to the API server
git-svn-id: https://garryshomepc/svn/494876-rust_src@432 0116351e-01fd-46a3-8c09-64bf5bb0948b
Weapon poses
git-svn-id: https://garryshomepc/svn/494876-rust_src@433 0116351e-01fd-46a3-8c09-64bf5bb0948b
Frozen-pelvis walk cycles for aiming
git-svn-id: https://garryshomepc/svn/494876-rust_src@434 0116351e-01fd-46a3-8c09-64bf5bb0948b
Frozen-pelvis crouchwalk cycles for aiming
git-svn-id: https://garryshomepc/svn/494876-rust_src@435 0116351e-01fd-46a3-8c09-64bf5bb0948b
idle crouch
git-svn-id: https://garryshomepc/svn/494876-rust_src@436 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed kicking crashes, not kicking
git-svn-id: https://garryshomepc/svn/494876-rust_src@437 0116351e-01fd-46a3-8c09-64bf5bb0948b
Output connection debug
git-svn-id: https://garryshomepc/svn/494876-rust_src@438 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added newlines for no reason
git-svn-id: https://garryshomepc/svn/494876-rust_src@439 0116351e-01fd-46a3-8c09-64bf5bb0948b
trying to commit just the memory leak fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@440 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated RustPlayer.fbx
- fixed stray vertice on hoodie (urban torso)
- fixed missing neck v-line on desert clothes torso (clothbasic)
git-svn-id: https://garryshomepc/svn/494876-rust_src@441 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generic aim animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@442 0116351e-01fd-46a3-8c09-64bf5bb0948b
No need for this debugging now
git-svn-id: https://garryshomepc/svn/494876-rust_src@443 0116351e-01fd-46a3-8c09-64bf5bb0948b
animation sources (use at your own risk)
git-svn-id: https://garryshomepc/svn/494876-rust_src@444 0116351e-01fd-46a3-8c09-64bf5bb0948b
Password changing
git-svn-id: https://garryshomepc/svn/494876-rust_src@445 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster server list
Create cluster server button
git-svn-id: https://garryshomepc/svn/494876-rust_src@446 0116351e-01fd-46a3-8c09-64bf5bb0948b
almost got the new player model in. I'm about to merge from trunk and am avoiding committing the textures at the moment
git-svn-id: https://garryshomepc/svn/494876-rust_src@447 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server creation, cluster creation
git-svn-id: https://garryshomepc/svn/494876-rust_src@448 0116351e-01fd-46a3-8c09-64bf5bb0948b
SERVER_ID => CLUSTER_ID
git-svn-id: https://garryshomepc/svn/494876-rust_src@449 0116351e-01fd-46a3-8c09-64bf5bb0948b
tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@450 0116351e-01fd-46a3-8c09-64bf5bb0948b
Change API URL
git-svn-id: https://garryshomepc/svn/494876-rust_src@451 0116351e-01fd-46a3-8c09-64bf5bb0948b
server heartbeat
git-svn-id: https://garryshomepc/svn/494876-rust_src@452 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot to save.
git-svn-id: https://garryshomepc/svn/494876-rust_src@453 0116351e-01fd-46a3-8c09-64bf5bb0948b
bullshit
git-svn-id: https://garryshomepc/svn/494876-rust_src@454 0116351e-01fd-46a3-8c09-64bf5bb0948b
IP address fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@455 0116351e-01fd-46a3-8c09-64bf5bb0948b
php info
git-svn-id: https://garryshomepc/svn/494876-rust_src@456 0116351e-01fd-46a3-8c09-64bf5bb0948b
assoc array
git-svn-id: https://garryshomepc/svn/494876-rust_src@457 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster heartbeat, server id
git-svn-id: https://garryshomepc/svn/494876-rust_src@458 0116351e-01fd-46a3-8c09-64bf5bb0948b
Session debugging
git-svn-id: https://garryshomepc/svn/494876-rust_src@459 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated idle crouch, added compositing versions of idle stand & crouch
git-svn-id: https://garryshomepc/svn/494876-rust_src@460 0116351e-01fd-46a3-8c09-64bf5bb0948b
added in upper body idle support ( untested - need animations )
fixed up ragdoll for male started getting armor support on the ragdoll but unsure if the server is clearing armor prior to ragdoll or if its just not working ( will look into it today )
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@461 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed 'invalid session' issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@462 0116351e-01fd-46a3-8c09-64bf5bb0948b
People were being logged out if their IP changes. This way the last digits of their IP can change, but it's more secure than not using the IP in the hash.
git-svn-id: https://garryshomepc/svn/494876-rust_src@463 0116351e-01fd-46a3-8c09-64bf5bb0948b
Yeah we can't use the IP. It just constantly logs people out. Find a better way newb.
git-svn-id: https://garryshomepc/svn/494876-rust_src@464 0116351e-01fd-46a3-8c09-64bf5bb0948b
Dang it. Session params were backwards.
git-svn-id: https://garryshomepc/svn/494876-rust_src@465 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fuck me I'm a cunt.
git-svn-id: https://garryshomepc/svn/494876-rust_src@466 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generate your own API key!
git-svn-id: https://garryshomepc/svn/494876-rust_src@467 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hatchet aim
git-svn-id: https://garryshomepc/svn/494876-rust_src@468 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cheat reporting
git-svn-id: https://garryshomepc/svn/494876-rust_src@469 0116351e-01fd-46a3-8c09-64bf5bb0948b
Anti cheat reporting
git-svn-id: https://garryshomepc/svn/494876-rust_src@470 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deny connection if already connected.. but kick the existing player too. See comment for details.
git-svn-id: https://garryshomepc/svn/494876-rust_src@471 0116351e-01fd-46a3-8c09-64bf5bb0948b
Beta key issuing from purchase
git-svn-id: https://garryshomepc/svn/494876-rust_src@472 0116351e-01fd-46a3-8c09-64bf5bb0948b
None of this was actually needed. I'm a nerdo.
git-svn-id: https://garryshomepc/svn/494876-rust_src@473 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can generate 1000 keys at a time
git-svn-id: https://garryshomepc/svn/494876-rust_src@474 0116351e-01fd-46a3-8c09-64bf5bb0948b
just waiting on some animations at this point. theres minor things left code wise that i'm going to nail out
git-svn-id: https://garryshomepc/svn/494876-rust_src@475 0116351e-01fd-46a3-8c09-64bf5bb0948b
textures i was holding off on comitting
git-svn-id: https://garryshomepc/svn/494876-rust_src@476 0116351e-01fd-46a3-8c09-64bf5bb0948b
buy page test
git-svn-id: https://garryshomepc/svn/494876-rust_src@477 0116351e-01fd-46a3-8c09-64bf5bb0948b
Buying should work now..
git-svn-id: https://garryshomepc/svn/494876-rust_src@478 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't sell more than we're offering
git-svn-id: https://garryshomepc/svn/494876-rust_src@479 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed not adding transactions if more than 10
git-svn-id: https://garryshomepc/svn/494876-rust_src@480 0116351e-01fd-46a3-8c09-64bf5bb0948b
A few more details, terms, information
git-svn-id: https://garryshomepc/svn/494876-rust_src@481 0116351e-01fd-46a3-8c09-64bf5bb0948b
Pistol aim
git-svn-id: https://garryshomepc/svn/494876-rust_src@482 0116351e-01fd-46a3-8c09-64bf5bb0948b
rifle aim
git-svn-id: https://garryshomepc/svn/494876-rust_src@483 0116351e-01fd-46a3-8c09-64bf5bb0948b
almost there
git-svn-id: https://garryshomepc/svn/494876-rust_src@484 0116351e-01fd-46a3-8c09-64bf5bb0948b
tuned up item reps
git-svn-id: https://garryshomepc/svn/494876-rust_src@485 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up ragdolls and some problems with item reps. about to merge from trunk and then into it if theres no issues.
git-svn-id: https://garryshomepc/svn/494876-rust_src@486 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@487 0116351e-01fd-46a3-8c09-64bf5bb0948b
huge merge from my trunk. its on!
git-svn-id: https://garryshomepc/svn/494876-rust_src@488 0116351e-01fd-46a3-8c09-64bf5bb0948b
removing
git-svn-id: https://garryshomepc/svn/494876-rust_src@489 0116351e-01fd-46a3-8c09-64bf5bb0948b
missed these
git-svn-id: https://garryshomepc/svn/494876-rust_src@490 0116351e-01fd-46a3-8c09-64bf5bb0948b
missing
git-svn-id: https://garryshomepc/svn/494876-rust_src@491 0116351e-01fd-46a3-8c09-64bf5bb0948b
allow Style attribute
git-svn-id: https://garryshomepc/svn/494876-rust_src@492 0116351e-01fd-46a3-8c09-64bf5bb0948b
trying to see if this is the problem. The logs on jenkins are useless.
git-svn-id: https://garryshomepc/svn/494876-rust_src@493 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@494 0116351e-01fd-46a3-8c09-64bf5bb0948b
security sandbox crap
git-svn-id: https://garryshomepc/svn/494876-rust_src@495 0116351e-01fd-46a3-8c09-64bf5bb0948b
security sandbox crap
git-svn-id: https://garryshomepc/svn/494876-rust_src@496 0116351e-01fd-46a3-8c09-64bf5bb0948b
Something fucked is happening here. It isn't kicking users. NetUsers are being left over. So I'm hacking it for now.. but we are leaking netusers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@497 0116351e-01fd-46a3-8c09-64bf5bb0948b
default render level to highest/best
git-svn-id: https://garryshomepc/svn/494876-rust_src@498 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixles
git-svn-id: https://garryshomepc/svn/494876-rust_src@499 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up some materials
fixed up security sandbox issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@500 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@501 0116351e-01fd-46a3-8c09-64bf5bb0948b
upgraded to ulink 1.5.5
git-svn-id: https://garryshomepc/svn/494876-rust_src@502 0116351e-01fd-46a3-8c09-64bf5bb0948b
upgraded to ulink 1.5.5
git-svn-id: https://garryshomepc/svn/494876-rust_src@503 0116351e-01fd-46a3-8c09-64bf5bb0948b
got to figure out whats wrong with this file..
git-svn-id: https://garryshomepc/svn/494876-rust_src@504 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@505 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server list
git-svn-id: https://garryshomepc/svn/494876-rust_src@506 0116351e-01fd-46a3-8c09-64bf5bb0948b
unversioned some build folders in libraries.
git-svn-id: https://garryshomepc/svn/494876-rust_src@507 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding the brick max file
git-svn-id: https://garryshomepc/svn/494876-rust_src@508 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding brick textures, normals and colour. Colour has specular in the alpha.
git-svn-id: https://garryshomepc/svn/494876-rust_src@509 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed console system stuff that didn't belong in console system. It's unneeded complication that is under-used. Please don't add this stuff.
Cluster server now gets config from webapi
Cluster server now gets server config from web api
server runs config on launch
defaulted sendrate to 5
git-svn-id: https://garryshomepc/svn/494876-rust_src@510 0116351e-01fd-46a3-8c09-64bf5bb0948b
Copy cluster server to the right folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@511 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed not compiling the wrong project for clusterserver
git-svn-id: https://garryshomepc/svn/494876-rust_src@512 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save server data into serverid folder. This might make it easier to run multiple servers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@513 0116351e-01fd-46a3-8c09-64bf5bb0948b
Accidentally enabled buying - prevent it
git-svn-id: https://garryshomepc/svn/494876-rust_src@514 0116351e-01fd-46a3-8c09-64bf5bb0948b
Possible disconnect error fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@515 0116351e-01fd-46a3-8c09-64bf5bb0948b
I am guessing it's the CombatLogging system hurting the player to death - so they get removed.
But taking no chances.
git-svn-id: https://garryshomepc/svn/494876-rust_src@516 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed the major issue from uLink update. annoying undocumented change and following workaround.
hopefully fixed player model renderers from spazzing
dropped ChildListing -- zombie ragdoll is slower to act now but i will fix it ( just want to get this update out first )
started to put in ragdoll prototype prefabs
moved out fields to traits
removed UnreliableRPC_IfWorks because i thought it may have been the issue ( turns out it wasn't but since Unreliable rpcs still dont work i'm not gonna bother )
git-svn-id: https://garryshomepc/svn/494876-rust_src@517 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@518 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to call this somewhere..
git-svn-id: https://garryshomepc/svn/494876-rust_src@519 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed the major issue from uLink update. annoying undocumented change and following workaround.
hopefully fixed player model renderers from spazzing
dropped ChildListing -- zombie ragdoll is slower to act now but i will fix it ( just want to get this update out first )
started to put in ragdoll prototype prefabs
moved out fields to traits
removed UnreliableRPC_IfWorks because i thought it may have been the issue ( turns out it wasn't but since Unreliable rpcs still dont work i'm not gonna bother )
git-svn-id: https://garryshomepc/svn/494876-rust_src@520 0116351e-01fd-46a3-8c09-64bf5bb0948b
triggered rebuilding of the player model..
git-svn-id: https://garryshomepc/svn/494876-rust_src@521 0116351e-01fd-46a3-8c09-64bf5bb0948b
derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@522 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a issue with importer looping forever
git-svn-id: https://garryshomepc/svn/494876-rust_src@523 0116351e-01fd-46a3-8c09-64bf5bb0948b
dumb
git-svn-id: https://garryshomepc/svn/494876-rust_src@524 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for server
git-svn-id: https://garryshomepc/svn/494876-rust_src@525 0116351e-01fd-46a3-8c09-64bf5bb0948b
unsure how the old version got back..
git-svn-id: https://garryshomepc/svn/494876-rust_src@526 0116351e-01fd-46a3-8c09-64bf5bb0948b
i think i found the bug throwing NRE's
git-svn-id: https://garryshomepc/svn/494876-rust_src@527 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@528 0116351e-01fd-46a3-8c09-64bf5bb0948b
i think i found the bug throwing NRE's
git-svn-id: https://garryshomepc/svn/494876-rust_src@529 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server output was getting a bit spammy
git-svn-id: https://garryshomepc/svn/494876-rust_src@530 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster output heartbeat, for debug
git-svn-id: https://garryshomepc/svn/494876-rust_src@531 0116351e-01fd-46a3-8c09-64bf5bb0948b
Report errors to our web api
git-svn-id: https://garryshomepc/svn/494876-rust_src@532 0116351e-01fd-46a3-8c09-64bf5bb0948b
Mark old servers as empty when we lost contact with them
Error reporting
Name changing (once an hour - no restrictions other than admin, garry, helk, pat
git-svn-id: https://garryshomepc/svn/494876-rust_src@533 0116351e-01fd-46a3-8c09-64bf5bb0948b
Report webplayer errors to WebplayerLogError instead of WebplayerLog
git-svn-id: https://garryshomepc/svn/494876-rust_src@534 0116351e-01fd-46a3-8c09-64bf5bb0948b
Save data to clusterid folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@535 0116351e-01fd-46a3-8c09-64bf5bb0948b
please check this is logical Pat: Don't take damage from players if server.pvp is false
git-svn-id: https://garryshomepc/svn/494876-rust_src@536 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow more data in the console
git-svn-id: https://garryshomepc/svn/494876-rust_src@537 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set console titles appropriately
git-svn-id: https://garryshomepc/svn/494876-rust_src@538 0116351e-01fd-46a3-8c09-64bf5bb0948b
Webplayer error reporting
git-svn-id: https://garryshomepc/svn/494876-rust_src@539 0116351e-01fd-46a3-8c09-64bf5bb0948b
Store online is truly a setting now
git-svn-id: https://garryshomepc/svn/494876-rust_src@540 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up the NRE from ragdolls
Zombies now use the same ragdoll system ( their ragdoll is a bit goofy with eyes right now however )
Took out the bone transform management in ArmorModelRenderer
Added Facepunch.Actor.BoneStructure component which generically handles bone transforms
RagdollHelper now prefers the BoneStructure component for fast ragdolling.
Zombies now use one skinned mesh renderer.
guts of ImpactInfo ( component ) moved into ImpactEffect ( scriptable object ) since its a total nightmare to have to manage otherwise.
ImpactInfo now only takes the reference to a ImpactEffect
added CharacterImpactTrait which avoids the need/step of putting and copying ImpactInfos for Character objects. ( if ImpactInfo exists it has priority over the trait )
git-svn-id: https://garryshomepc/svn/494876-rust_src@541 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up the NRE from ragdolls ( hopefully gonna fix the memory issue? )
Zombies now use the same ragdoll system ( their ragdoll is a bit goofy with eyes right now however )
Took out the bone transform management in ArmorModelRenderer
Added Facepunch.Actor.BoneStructure component which generically handles bone transforms
RagdollHelper now prefers the BoneStructure component for fast ragdolling.
Zombies now use one skinned mesh renderer.
guts of ImpactInfo ( component ) moved into ImpactEffect ( scriptable object ) since its a total nightmare to have to manage otherwise.
ImpactInfo now only takes the reference to a ImpactEffect
added CharacterImpactTrait which avoids the need/step of putting and copying ImpactInfos for Character objects. ( if ImpactInfo exists it has priority over the trait )
git-svn-id: https://garryshomepc/svn/494876-rust_src@542 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@543 0116351e-01fd-46a3-8c09-64bf5bb0948b
temporary partial fix to zombie ragdolls skinning.
git-svn-id: https://garryshomepc/svn/494876-rust_src@544 0116351e-01fd-46a3-8c09-64bf5bb0948b
temporary partial fix to zombie ragdolls skinning.
git-svn-id: https://garryshomepc/svn/494876-rust_src@545 0116351e-01fd-46a3-8c09-64bf5bb0948b
Memory leak fix. Probably.
git-svn-id: https://garryshomepc/svn/494876-rust_src@546 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding concrete 2012 max file and the textures. There are two textures for the concrete, the normal tileable concrete (concrete 1) and the damaged/metal/miscellaneous parts (concrete 2)
git-svn-id: https://garryshomepc/svn/494876-rust_src@547 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up the bear_prefab annoying and probably very bad over network error in the scene.
Moved bookmarks off to EditorServerList.txt ( EU is probably wrong )
git-svn-id: https://garryshomepc/svn/494876-rust_src@548 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@549 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up the bear_prefab annoying and probably very bad over network error in the scene.
Moved bookmarks off to EditorServerList.txt ( EU is probably wrong )
git-svn-id: https://garryshomepc/svn/494876-rust_src@550 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed hit indicators ( probably )
git-svn-id: https://garryshomepc/svn/494876-rust_src@551 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed hit indicators ( probably )
seems like this may fix shotgun too
git-svn-id: https://garryshomepc/svn/494876-rust_src@552 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hopefully fixed up the stack overflow that happens sometimes on server.
there were a few issues with building locally. I centralized the building process a bit.
I've stuck premake4.exe in to src/tools/buildtools which is added lastly to %PATH% in the build process so that if there were a different version somewhere else it should still get preference.
git-svn-id: https://garryshomepc/svn/494876-rust_src@553 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hopefully fixed up the stack overflow that happens sometimes on server.
there were a few issues with building locally. I centralized the building process a bit.
I've stuck premake4.exe in to src/tools/buildtools which is added lastly to %PATH% in the build process so that if there were a different version somewhere else it should still get preference.
git-svn-id: https://garryshomepc/svn/494876-rust_src@554 0116351e-01fd-46a3-8c09-64bf5bb0948b
probably should build tools for client as well as server
git-svn-id: https://garryshomepc/svn/494876-rust_src@555 0116351e-01fd-46a3-8c09-64bf5bb0948b
server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@556 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding the metal building components and textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@557 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding a newer version of the concrete file with lods included
git-svn-id: https://garryshomepc/svn/494876-rust_src@558 0116351e-01fd-46a3-8c09-64bf5bb0948b
Jazzed up the buy page
git-svn-id: https://garryshomepc/svn/494876-rust_src@559 0116351e-01fd-46a3-8c09-64bf5bb0948b
Torch viewmodel
git-svn-id: https://garryshomepc/svn/494876-rust_src@560 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added Torch (TEMP! needs work)
Added Starting rock
You now start with bandages instead of medkits
Added Hatchet Blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@561 0116351e-01fd-46a3-8c09-64bf5bb0948b
FUck
git-svn-id: https://garryshomepc/svn/494876-rust_src@562 0116351e-01fd-46a3-8c09-64bf5bb0948b
f me x 2
git-svn-id: https://garryshomepc/svn/494876-rust_src@563 0116351e-01fd-46a3-8c09-64bf5bb0948b
removing more stuff to line up with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@564 0116351e-01fd-46a3-8c09-64bf5bb0948b
removing more stuff to line up with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@565 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some missing files
removed some useless ones
git-svn-id: https://garryshomepc/svn/494876-rust_src@566 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Torch (TEMP! needs work)
Added Starting rock
You now start with bandages instead of medkits
Added Hatchet Blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@567 0116351e-01fd-46a3-8c09-64bf5bb0948b
some optimization
fixing of controllable to work properly ( will describe futher when i merge into trunk )
git-svn-id: https://garryshomepc/svn/494876-rust_src@568 0116351e-01fd-46a3-8c09-64bf5bb0948b
got torch in proper
some more optimization
players save the position and rotation of the top most controllable ( to prevent people falling through the ground )
git-svn-id: https://garryshomepc/svn/494876-rust_src@569 0116351e-01fd-46a3-8c09-64bf5bb0948b
got torch in proper
some more optimization
players save the position and rotation of the top most controllable ( to prevent people falling through the ground )
fixing of controllable to work properly
death inside of a vehicle now exits the vehicle properly ( other people can enter )
vehicles can now take damage and die
catamount ragdoll
git-svn-id: https://garryshomepc/svn/494876-rust_src@570 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid aiming change to torch. maybe a fix for vehicles.
git-svn-id: https://garryshomepc/svn/494876-rust_src@571 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for NRE on server
git-svn-id: https://garryshomepc/svn/494876-rust_src@572 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for NRE on server
undid aiming change to torch. maybe a fix for vehicles.
git-svn-id: https://garryshomepc/svn/494876-rust_src@573 0116351e-01fd-46a3-8c09-64bf5bb0948b
attempt at fixing the VerificationErrorWebplayerSandboxSucksAssException for car control. ( we'll see if it fixes it or not )
mouse sensitivity was also being applied wrong. i've fixed it an added .mouseDeltaX and .mouseDeltaY to GameInput which uses that.
you can now turn the camera with mouse when in a car. it's somewhat smart about realigning itself. if you turn into where your looking it undoes the offset.
git-svn-id: https://garryshomepc/svn/494876-rust_src@574 0116351e-01fd-46a3-8c09-64bf5bb0948b
attempt at fixing the VerificationErrorWebplayerSandboxSucksAssException for car control. ( we'll see if it fixes it or not )
mouse sensitivity was also being applied wrong. i've fixed it an added .mouseDeltaX and .mouseDeltaY to GameInput which uses that.
you can now turn the camera with mouse when in a car. it's somewhat smart about realigning itself. if you turn into where your looking it undoes the offset.
git-svn-id: https://garryshomepc/svn/494876-rust_src@575 0116351e-01fd-46a3-8c09-64bf5bb0948b
made progress but hit another verification error. hopefully this is the last.
fix for server
git-svn-id: https://garryshomepc/svn/494876-rust_src@576 0116351e-01fd-46a3-8c09-64bf5bb0948b
made progress but hit another verification error. hopefully this is the last.
fix for server
git-svn-id: https://garryshomepc/svn/494876-rust_src@577 0116351e-01fd-46a3-8c09-64bf5bb0948b
hatchet world model i slewed together
you can use merge-svn.bat to fill out the fields in tortoise svn
when you click it inside of the trunk folder it will pop up the tree merge dialog( asking you one time for your branches name [example: mine is pat]
when you click it from inside of your branch it will pop up the merge revisions dialog
and yea it fills out the fields to be the right values ( you still need to pick what revisions to use tho )
git-svn-id: https://garryshomepc/svn/494876-rust_src@578 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge trunk revision on branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@579 0116351e-01fd-46a3-8c09-64bf5bb0948b
again with the verification
git-svn-id: https://garryshomepc/svn/494876-rust_src@580 0116351e-01fd-46a3-8c09-64bf5bb0948b
again with the verification
git-svn-id: https://garryshomepc/svn/494876-rust_src@581 0116351e-01fd-46a3-8c09-64bf5bb0948b
Please don't pat. Using SVN really does not require bat files.
git-svn-id: https://garryshomepc/svn/494876-rust_src@582 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can search users by betakey
git-svn-id: https://garryshomepc/svn/494876-rust_src@583 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made arm normals a bit sharper
git-svn-id: https://garryshomepc/svn/494876-rust_src@584 0116351e-01fd-46a3-8c09-64bf5bb0948b
Orders updated instantly, faster
git-svn-id: https://garryshomepc/svn/494876-rust_src@585 0116351e-01fd-46a3-8c09-64bf5bb0948b
Admins can change emails, send forgot password emails
git-svn-id: https://garryshomepc/svn/494876-rust_src@586 0116351e-01fd-46a3-8c09-64bf5bb0948b
Anisotropic filtering is forced on for upper half of quality settings
Tweaked rock specular
Added specular on new viewmodel arms
Tweaked positioning of rock
git-svn-id: https://garryshomepc/svn/494876-rust_src@587 0116351e-01fd-46a3-8c09-64bf5bb0948b
Link to auction, warnings on register page
git-svn-id: https://garryshomepc/svn/494876-rust_src@588 0116351e-01fd-46a3-8c09-64bf5bb0948b
car now makes sounds when it runs into stuff and networks it proper. ( we'll be able to use it to apply damage from collisions server side too )
startup sound when car starts
git-svn-id: https://garryshomepc/svn/494876-rust_src@589 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@590 0116351e-01fd-46a3-8c09-64bf5bb0948b
Edited car textures to be a bit more gritty + sand footsteps in art folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@591 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged again
git-svn-id: https://garryshomepc/svn/494876-rust_src@592 0116351e-01fd-46a3-8c09-64bf5bb0948b
optimizations
set default key bindings
car now makes sounds when it runs into stuff and networks it proper. ( we'll be able to use it to apply damage from collisions server side too )
startup sound when car starts
git-svn-id: https://garryshomepc/svn/494876-rust_src@593 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaked rock animation timing
Changed stuff on car textures
Tweaked Sun shafts
Made FXAA work again
Tweaked torch & rock viewmodels
git-svn-id: https://garryshomepc/svn/494876-rust_src@594 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added Animal Fats
-Most animals drop this, moreso from fatty animals like bears and boars
Added Low Grade Fuel
Added proper blueprint for torch
torch properly destroys itself when it uses up all it's fuel
git-svn-id: https://garryshomepc/svn/494876-rust_src@595 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added Animal Fats
-Most animals drop this, moreso from fatty animals like bears and boars
Added Low Grade Fuel
Added proper blueprint for torch
torch properly destroys itself when it uses up all it's fuel
git-svn-id: https://garryshomepc/svn/494876-rust_src@596 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating a branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@597 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added FPGrass etc.
Need to find some good settings and textures for it to look sick.
Need to remove a few silly debug.logs.
Need to re-enable my version of frustrum culling on the patches that no camera.main fucked up.
Need to test that it's not going to fuck shit up!
git-svn-id: https://garryshomepc/svn/494876-rust_src@598 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can we not turn the build files into the asperger's roadshow please. They're very simple. We don't need to have a command line options, we don't need to have a menu system, we don't need to have a FAILED countdown.
All we need is for it to build when you run the batch file.
LIKE EVERYTHING ELSE - KEEP IT AS FUCKING SIMPLE AS FUCKING POSSIBLE ___PLEASE____
git-svn-id: https://garryshomepc/svn/494876-rust_src@599 0116351e-01fd-46a3-8c09-64bf5bb0948b
Receive an avatar on final connect - instead of first connect
git-svn-id: https://garryshomepc/svn/494876-rust_src@600 0116351e-01fd-46a3-8c09-64bf5bb0948b
Restore dir afterwards
git-svn-id: https://garryshomepc/svn/494876-rust_src@601 0116351e-01fd-46a3-8c09-64bf5bb0948b
viewmodel bow sources
git-svn-id: https://garryshomepc/svn/494876-rust_src@602 0116351e-01fd-46a3-8c09-64bf5bb0948b
bow worldmodel
git-svn-id: https://garryshomepc/svn/494876-rust_src@603 0116351e-01fd-46a3-8c09-64bf5bb0948b
Decay is working again
Decay has a grace period of around a day, then the structure starts decaying
If you do anything in the structure like open a door, light a fire etc it resets the decay grace period
Deployables don't decay if they're on a structure, only when they're outside
Fixed stacking sleeping bags and campfires
git-svn-id: https://garryshomepc/svn/494876-rust_src@604 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@605 0116351e-01fd-46a3-8c09-64bf5bb0948b
Precaution
git-svn-id: https://garryshomepc/svn/494876-rust_src@606 0116351e-01fd-46a3-8c09-64bf5bb0948b
adjusted the models within max, so each object is not a group but an actual object, doh!
git-svn-id: https://garryshomepc/svn/494876-rust_src@607 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_bow sounds!
git-svn-id: https://garryshomepc/svn/494876-rust_src@608 0116351e-01fd-46a3-8c09-64bf5bb0948b
WOW FORGOT TO DO THIS
Decay is working again
Decay has a grace period of around a day, then the structure starts decaying
If you do anything in the structure like open a door, light a fire etc it resets the decay grace period
Deployables don't decay if they're on a structure, only when they're outside
Fixed stacking sleeping bags and campfires
git-svn-id: https://garryshomepc/svn/494876-rust_src@609 0116351e-01fd-46a3-8c09-64bf5bb0948b
Error guards
git-svn-id: https://garryshomepc/svn/494876-rust_src@610 0116351e-01fd-46a3-8c09-64bf5bb0948b
Seems to be causing a crash
git-svn-id: https://garryshomepc/svn/494876-rust_src@611 0116351e-01fd-46a3-8c09-64bf5bb0948b
completely optimized Inventory
it seems like this is the best chance we have to get the server to run faster since 50% - 70% of all things that happen in the game go through it ( and it was slow )
git-svn-id: https://garryshomepc/svn/494876-rust_src@612 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged some revisions
git-svn-id: https://garryshomepc/svn/494876-rust_src@613 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed stuff for merge of revisions.
git-svn-id: https://garryshomepc/svn/494876-rust_src@614 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't show the error crash popup, allowing for simple auto restart script
git-svn-id: https://garryshomepc/svn/494876-rust_src@615 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up final issues about to merge into trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@616 0116351e-01fd-46a3-8c09-64bf5bb0948b
added LoadAvatar to ServerManagement ( which is then overridden by RustServerManagement to call into the human component )
server no longer does complete assets in building ( which should reduce build time )
completely optimized Inventory
it seems like this is the best chance we have to get the server to run faster since 50% - 70% of all things that happen in the game go through it ( and it was slow )
git-svn-id: https://garryshomepc/svn/494876-rust_src@617 0116351e-01fd-46a3-8c09-64bf5bb0948b
people were having issues with Left not being bound. I'm guessing it could have to do with it being the first bind. So i moved horn to be the first.
If thats the case then it might be that this string starts with a empty line? but ideally we'd fix the code to handle empty lines right.
git-svn-id: https://garryshomepc/svn/494876-rust_src@618 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed impact sounds with metal door
git-svn-id: https://garryshomepc/svn/494876-rust_src@619 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed impact sounds with metal door
people were having issues with Left not being bound. I'm guessing it could have to do with it being the first bind. So i moved horn to be the first.
If thats the case then it might be that this string starts with a empty line? but ideally we'd fix the code to handle empty lines right.
git-svn-id: https://garryshomepc/svn/494876-rust_src@620 0116351e-01fd-46a3-8c09-64bf5bb0948b
MeshBatch now outputs multiple meshes for a target when the vertex count exceeds unity's max ( of 65000 )
http://puu.sh/4t9C1.jpg
having one of these structures in before caused a lot of problems for clients and slowed stuff down significantly ( beyond just them not drawing )
Fix should apply to server as well but it hasn't been tested yet.
It probably should be a bit smarter about splitting regions for server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@621 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed some annoying client side logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@622 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed server build
git-svn-id: https://garryshomepc/svn/494876-rust_src@623 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed a debug log
git-svn-id: https://garryshomepc/svn/494876-rust_src@624 0116351e-01fd-46a3-8c09-64bf5bb0948b
commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@625 0116351e-01fd-46a3-8c09-64bf5bb0948b
mesh batch fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@626 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed death drop sacks.
git-svn-id: https://garryshomepc/svn/494876-rust_src@627 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed death drop sacks.
git-svn-id: https://garryshomepc/svn/494876-rust_src@628 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for death drops only generating one stack of any one item.
git-svn-id: https://garryshomepc/svn/494876-rust_src@629 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for death drops only generating one stack of any one item.
git-svn-id: https://garryshomepc/svn/494876-rust_src@630 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed color names showing in color
fixed large lag spikes caused by many players saving at the same time
fixed large amounts of garbage collection that occur after a world save ( not perfect, but it does result in saves running faster )
saved decay delay values
saved take damage values ( for world saves )
had to move the server saveable interfaces off to plugins ( so takedamage and other things that originate in plugins have access to it )
vehicles now eject the owner (always) prior to death
attempted to get the server to run in editor with cluster, but ultimately failed
git-svn-id: https://garryshomepc/svn/494876-rust_src@631 0116351e-01fd-46a3-8c09-64bf5bb0948b
More anims as requested by Helk for the bow + new sounds too
git-svn-id: https://garryshomepc/svn/494876-rust_src@632 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed color names showing in color
fixed large lag spikes caused by many players saving at the same time
fixed large amounts of garbage collection that occur after a world save ( not perfect, but it does result in saves running faster )
saved decay delay values
saved take damage values ( for world saves )
had to move the server saveable interfaces off to plugins ( so takedamage and other things that originate in plugins have access to it )
vehicles now eject the owner (always) prior to death
attempted to get the server to run in editor with cluster, but ultimately failed
git-svn-id: https://garryshomepc/svn/494876-rust_src@633 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for dropped inventories ( from optimized reports ) not transfering actual items ( ie: losing mod slots. )
git-svn-id: https://garryshomepc/svn/494876-rust_src@634 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for dropped inventories ( from optimized reports ) not transfering actual items ( ie: losing mod slots. )
git-svn-id: https://garryshomepc/svn/494876-rust_src@635 0116351e-01fd-46a3-8c09-64bf5bb0948b
whoops, quickfix
git-svn-id: https://garryshomepc/svn/494876-rust_src@636 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to decay delay not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@637 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to decay delay not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@638 0116351e-01fd-46a3-8c09-64bf5bb0948b
added ui.on and ui.off ( for video people )
fixed up the nre from options
git-svn-id: https://garryshomepc/svn/494876-rust_src@639 0116351e-01fd-46a3-8c09-64bf5bb0948b
updated with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@640 0116351e-01fd-46a3-8c09-64bf5bb0948b
derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@641 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Redid fire effects for campfire
Campfire now has custom loot window
Campfire only accepts food and puts output in appropriate slots
Added Furnace to smelt ores ( and burn chicken )
Added Workbench
Added Metal structures!
Added Low Grade Metal
Added 'Stones'
Added Low Grade Metal (made at workbench.. for now )
git-svn-id: https://garryshomepc/svn/494876-rust_src@642 0116351e-01fd-46a3-8c09-64bf5bb0948b
Grass is done? I think.
git-svn-id: https://garryshomepc/svn/494876-rust_src@643 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge?
You must now be at a workbench to use a Research kit (temp )
Added Metal Structure Blueprints (whoops)
Nerfed wood
Workbench restrictions should now be in place (and should cancel when you leave )
git-svn-id: https://garryshomepc/svn/494876-rust_src@644 0116351e-01fd-46a3-8c09-64bf5bb0948b
Redid fire effects for campfire
Campfire now has custom loot window
Campfire only accepts food and puts output in appropriate slots
Added Furnace to smelt ores ( and burn chicken )
Added Workbench
Added Metal structures!
Added Low Grade Metal
Added 'Stones'
Added Low Grade Metal (made at workbench.. for now )
You must now be at a workbench to use a Research kit (temp )
Added Metal Structure Blueprints (whoops)
Nerfed wood
Workbench restrictions should now be in place (and should cancel when you leave )
git-svn-id: https://garryshomepc/svn/494876-rust_src@645 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixes from yesterday that got undone by helk by accident.
git-svn-id: https://garryshomepc/svn/494876-rust_src@646 0116351e-01fd-46a3-8c09-64bf5bb0948b
temp fix to Low Quality Metal ( no longer requires work bench )
git-svn-id: https://garryshomepc/svn/494876-rust_src@647 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fixed workbench issues
Made a bunch of things require a workbench to craft
Made explosive charges harder to craft
Metal building walls wont poke through ceilings anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@648 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed workbench issues
Made a bunch of things require a workbench to craft
Made explosive charges harder to craft
Metal building walls wont poke through ceilings anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@649 0116351e-01fd-46a3-8c09-64bf5bb0948b
Eoka pistol model & textures
git-svn-id: https://garryshomepc/svn/494876-rust_src@650 0116351e-01fd-46a3-8c09-64bf5bb0948b
animation timings for eoka pistol
git-svn-id: https://garryshomepc/svn/494876-rust_src@651 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_axe converted to new arms
git-svn-id: https://garryshomepc/svn/494876-rust_src@652 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_eoka_pistol fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@653 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed duping from full inventory with the split option.
fixed options from throwing exceptions.
fixed string variables (console) to save with quotes when they have spaces ("Match Desktop")
put all parsing the console does into a seperate file. And made sure that any parsing done when it comes to console uses it.
we can now use enum's as console variables/arguments.
check boxes in options now work ( invert mouse )
removed some more usage of optional specifiers ( which are poorly supported as a c# standard )
removed some logging
optimized console stuff in as clean and readably way as possible. Going to further document it before merging into trunk.
the result is a few new files with somewhat lengthy line count, BUT we don't have code in 4 places doing the same iterating through assembly stuff anymore and overall it reduces the amount of console code elsewhere.
git-svn-id: https://garryshomepc/svn/494876-rust_src@654 0116351e-01fd-46a3-8c09-64bf5bb0948b
integrated trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@655 0116351e-01fd-46a3-8c09-64bf5bb0948b
cleanup of consolemap
git-svn-id: https://garryshomepc/svn/494876-rust_src@656 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixes from my branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@657 0116351e-01fd-46a3-8c09-64bf5bb0948b
another dupe fix.
-splitting is now predicted
-GiveItemTo was removed ( it would attempt to stack )
-MoveItemAtSlotToEmptySlot replaces GetItemTo ( does not stack )
git-svn-id: https://garryshomepc/svn/494876-rust_src@658 0116351e-01fd-46a3-8c09-64bf5bb0948b
another dupe fix.
-splitting is now predicted
-GiveItemTo was removed ( it would attempt to stack )
-MoveItemAtSlotToEmptySlot replaces GetItemTo ( does not stack )
git-svn-id: https://garryshomepc/svn/494876-rust_src@659 0116351e-01fd-46a3-8c09-64bf5bb0948b
stacking fix for AddItemAmount
git-svn-id: https://garryshomepc/svn/494876-rust_src@660 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for some things not stacking automatically.
git-svn-id: https://garryshomepc/svn/494876-rust_src@661 0116351e-01fd-46a3-8c09-64bf5bb0948b
changed order of skinned mesh renderer binding ( for graphics glitch )
removed logging of saved config file.
git-svn-id: https://garryshomepc/svn/494876-rust_src@662 0116351e-01fd-46a3-8c09-64bf5bb0948b
changed order of skinned mesh renderer binding ( for graphics glitch )
removed logging of saved config file.
git-svn-id: https://garryshomepc/svn/494876-rust_src@663 0116351e-01fd-46a3-8c09-64bf5bb0948b
merging...
git-svn-id: https://garryshomepc/svn/494876-rust_src@664 0116351e-01fd-46a3-8c09-64bf5bb0948b
ffs
git-svn-id: https://garryshomepc/svn/494876-rust_src@665 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cluster debugging
git-svn-id: https://garryshomepc/svn/494876-rust_src@666 0116351e-01fd-46a3-8c09-64bf5bb0948b
Commiting FPGrass
git-svn-id: https://garryshomepc/svn/494876-rust_src@667 0116351e-01fd-46a3-8c09-64bf5bb0948b
Minidump writing test
git-svn-id: https://garryshomepc/svn/494876-rust_src@668 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted Bill's rogue commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@669 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed fuckup
git-svn-id: https://garryshomepc/svn/494876-rust_src@670 0116351e-01fd-46a3-8c09-64bf5bb0948b
Arrow world model
git-svn-id: https://garryshomepc/svn/494876-rust_src@671 0116351e-01fd-46a3-8c09-64bf5bb0948b
Terrain files for rust
git-svn-id: https://garryshomepc/svn/494876-rust_src@672 0116351e-01fd-46a3-8c09-64bf5bb0948b
camp fire now gives 5 wood on creation
fixed context menu string encoding and decoding ( extingu)sh )
git-svn-id: https://garryshomepc/svn/494876-rust_src@673 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@674 0116351e-01fd-46a3-8c09-64bf5bb0948b
camp fire now gives 5 wood on creation
fixed context menu string encoding and decoding ( extingu)sh )
git-svn-id: https://garryshomepc/svn/494876-rust_src@675 0116351e-01fd-46a3-8c09-64bf5bb0948b
put in nstep fixes. need to test them live
added the following convars
save.world -- does a auto save
save.avatars -- saves all avatars
save.all -- saves avatars then world
packet.dropms -- the allotted time difference between timestamps from clients to the server. excludes server processing time
git-svn-id: https://garryshomepc/svn/494876-rust_src@676 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot these
git-svn-id: https://garryshomepc/svn/494876-rust_src@677 0116351e-01fd-46a3-8c09-64bf5bb0948b
put in nstep fixes. need to test them live
added the following convars
save.world -- does a auto save
save.avatars -- saves all avatars
save.all -- saves avatars then world
packet.dropms -- the allotted time difference between timestamps from clients to the server. excludes server processing time
git-svn-id: https://garryshomepc/svn/494876-rust_src@678 0116351e-01fd-46a3-8c09-64bf5bb0948b
Quick Fix. Removes stack overflow from using non standard type in rpc.
git-svn-id: https://garryshomepc/svn/494876-rust_src@679 0116351e-01fd-46a3-8c09-64bf5bb0948b
Quick Fix. Removes stack overflow from using non standard type in rpc.
git-svn-id: https://garryshomepc/svn/494876-rust_src@680 0116351e-01fd-46a3-8c09-64bf5bb0948b
another attempt at armor glitch fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@681 0116351e-01fd-46a3-8c09-64bf5bb0948b
another attempt at armor glitch fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@682 0116351e-01fd-46a3-8c09-64bf5bb0948b
downmixed sounds to mono (except bow_fire as it was actually stereo)
git-svn-id: https://garryshomepc/svn/494876-rust_src@683 0116351e-01fd-46a3-8c09-64bf5bb0948b
made chat larger
git-svn-id: https://garryshomepc/svn/494876-rust_src@684 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@685 0116351e-01fd-46a3-8c09-64bf5bb0948b
made chat larger
git-svn-id: https://garryshomepc/svn/494876-rust_src@686 0116351e-01fd-46a3-8c09-64bf5bb0948b
hand grenade typo fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@687 0116351e-01fd-46a3-8c09-64bf5bb0948b
hand grenade fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@688 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up physics so that theres less colliding on the server.
all zone triggers and players on the server now use the zone layer. which only collides with itself and local characters.
moved player client finding from server management to PlayerClient ( static )
added helpful, constantly used helpers to ConsoleSystem.Arg
ConsoleSystem.Arg is now a struct. since its actually passed by ref all the time, it makes sense that it be a struct because it wont GC.
Sped up string helpers, removed lots of gc from console. Works the same as before.
Chat now tells you when you've messaged no one.
Made a vehicles layer, vehicles use it.
Vehicles that are server simulated ( idle ) are no longer affected by clients jumping on them.
Added locked list, which wraps List[t] as read only, with out a bunch of garbage like AsReadOnly().
Added more vehicle commands for spawning and now ejection and removal.
CCMotor now can be configured to have a maximum horizontal ( X/Z ) speed. this helps a lot with being launched.
git-svn-id: https://garryshomepc/svn/494876-rust_src@689 0116351e-01fd-46a3-8c09-64bf5bb0948b
Stone Axe viewmodel
git-svn-id: https://garryshomepc/svn/494876-rust_src@690 0116351e-01fd-46a3-8c09-64bf5bb0948b
eoka pistol fix?
git-svn-id: https://garryshomepc/svn/494876-rust_src@691 0116351e-01fd-46a3-8c09-64bf5bb0948b
eoka pistol fix?
git-svn-id: https://garryshomepc/svn/494876-rust_src@692 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@693 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed (local) death ragdoll to not go through the ground.
armor mesh renderer now does not attempt to initialize itself with the default armor set ( naked ). Instead it tries to value any armor setting before the frame after its created ( which *should* work with buffered rpcs ). This could fix up the graphical glitch, but in general its less going on and should perform better either way.
removed armor logs. I have a feeling this was the main cause for the small lockup that occured [ i have a feeling any log has huge overhead now because of dfUI needing to make the text for the console, which is something i would like to fix ]
git-svn-id: https://garryshomepc/svn/494876-rust_src@694 0116351e-01fd-46a3-8c09-64bf5bb0948b
Calories start at 1250
Rock uses less calories per swing ( 2 instead of 5 )
Added stone hatchet, easier to craft
Added bow and arrow
made furnaces slightly more difficult to craft
airdrops should be more randomized
supply crates should take slightly longer to settle to the ground
sulfur ore produces less sulfur
campfires and furnaces produce less charcoal
lowered pickaxe drop frequency
git-svn-id: https://garryshomepc/svn/494876-rust_src@695 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing merge files
git-svn-id: https://garryshomepc/svn/494876-rust_src@696 0116351e-01fd-46a3-8c09-64bf5bb0948b
modified?
git-svn-id: https://garryshomepc/svn/494876-rust_src@697 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@698 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge again...
git-svn-id: https://garryshomepc/svn/494876-rust_src@699 0116351e-01fd-46a3-8c09-64bf5bb0948b
Calories start at 1250
Rock uses less calories per swing ( 2 instead of 5 )
Added stone hatchet, easier to craft
Added bow and arrow
made furnaces slightly more difficult to craft
airdrops should be more randomized
supply crates should take slightly longer to settle to the ground
sulfur ore produces less sulfur
campfires and furnaces produce less charcoal
lowered pickaxe drop frequency
git-svn-id: https://garryshomepc/svn/494876-rust_src@700 0116351e-01fd-46a3-8c09-64bf5bb0948b
undoing helks merge (pat)
git-svn-id: https://garryshomepc/svn/494876-rust_src@701 0116351e-01fd-46a3-8c09-64bf5bb0948b
properly merged helks branch with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@702 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid helk's messed up commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@703 0116351e-01fd-46a3-8c09-64bf5bb0948b
helks proper merge into trunk. ( should have made the code compile after merging, i'll have to fix that next, on my branch )
git-svn-id: https://garryshomepc/svn/494876-rust_src@704 0116351e-01fd-46a3-8c09-64bf5bb0948b
started fixing up issues with data blocks. stopping now to fix issues in helks build
git-svn-id: https://garryshomepc/svn/494876-rust_src@705 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@706 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for changes not applied in merge.
changed arrow damage from 100 to 75 per request.
git-svn-id: https://garryshomepc/svn/494876-rust_src@707 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix on my end
git-svn-id: https://garryshomepc/svn/494876-rust_src@708 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed physics up further.
added the 'Static' layer, which does not collide with itself or default/terrain. ( only local characters, ragdolls, and vehicles )
Finally did away with the few things that modify project materials.
Did away with the bounce arrow needing to be instantiated.
made a bounce arrow model, instead of using the 6 game objects it needed before.
Moved off bounce arrow visuals to GameGizmo and GameGizmoWaveAnimated.
Was playing around with the materials for ghosts and the arrow itself. It looks better to me, not having the extremely bright solid colors everywhere. but i don't mind if you want to change it back.
gonna fix up weapons to not have configurable hit layer masks and then i'll merge into trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@709 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed layer mask fields.
git-svn-id: https://garryshomepc/svn/494876-rust_src@710 0116351e-01fd-46a3-8c09-64bf5bb0948b
server fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@711 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up physics so that theres less colliding on the server.
all zone triggers and players on the server now use the zone layer. which only collides with itself and local characters.
moved player client finding from server management to PlayerClient ( static )
added helpful, constantly used helpers to ConsoleSystem.Arg
ConsoleSystem.Arg is now a struct. since its actually passed by ref all the time, it makes sense that it be a struct because it wont GC.
Sped up string helpers, removed lots of gc from console. Works the same as before.
Chat now tells you when you've messaged no one.
Made a vehicles layer, vehicles use it.
Vehicles that are server simulated ( idle ) are no longer affected by clients jumping on them.
Added locked list, which wraps List[t] as read only, with out a bunch of garbage like AsReadOnly().
Added more vehicle commands for spawning and now ejection and removal.
CCMotor now can be configured to have a maximum horizontal ( X/Z ) speed. this helps a lot with being launched.
fixed (local) death ragdoll to not go through the ground.
armor mesh renderer now does not attempt to initialize itself with the default armor set ( naked ). Instead it tries to value any armor setting before the frame after its created ( which *should* work with buffered rpcs ). This could fix up the graphical glitch, but in general its less going on and should perform better either way.
removed armor logs. I have a feeling this was the main cause for the small lockup that occured [ i have a feeling any log has huge overhead now because of dfUI needing to make the text for the console, which is something i would like to fix ]
removed layer mask fields.
Fixed physics up further.
added the 'Static' layer, which does not collide with itself or default/terrain. ( only local characters, ragdolls, and vehicles )
Finally did away with the few things that modify project materials.
Did away with the bounce arrow needing to be instantiated.
made a bounce arrow model, instead of using the 6 game objects it needed before.
Moved off bounce arrow visuals to GameGizmo and GameGizmoWaveAnimated.
Was playing around with the materials for ghosts and the arrow itself. It looks better to me, not having the extremely bright solid colors everywhere. but i don't mind if you want to change it back.
gonna fix up weapons to not have configurable hit layer masks and then i'll merge into trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@712 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid some stuff i merged to trunk on accident (yes you still merge this revision)
git-svn-id: https://garryshomepc/svn/494876-rust_src@713 0116351e-01fd-46a3-8c09-64bf5bb0948b
helk is up to date with trunk now
git-svn-id: https://garryshomepc/svn/494876-rust_src@714 0116351e-01fd-46a3-8c09-64bf5bb0948b
bow does melee damage now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@715 0116351e-01fd-46a3-8c09-64bf5bb0948b
merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@716 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bugfix for view rotation
git-svn-id: https://garryshomepc/svn/494876-rust_src@717 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bugfix for view rotation of supply planes
git-svn-id: https://garryshomepc/svn/494876-rust_src@718 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_bow changes: wood arrow is now a different mesh object, arrow positioning changed to not interfere with the bowing of the bow
git-svn-id: https://garryshomepc/svn/494876-rust_src@719 0116351e-01fd-46a3-8c09-64bf5bb0948b
hatchet attack anim
git-svn-id: https://garryshomepc/svn/494876-rust_src@720 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reduced the amount of lock-ness in the compositing idle so anims look a little less stiff
git-svn-id: https://garryshomepc/svn/494876-rust_src@721 0116351e-01fd-46a3-8c09-64bf5bb0948b
- item now have a transientMode enum field, which we can set to DoesNotSave, Untransferable, None ( No saving or transfers ), Full (default, saves and transfers)
- Added invisible armor set. Gives you god mode basically when fully equipped and your are invisible. This is good for watching people and seeing how they interact.
- Uber Hatchet, Uber Hunting Bow and invisible armor all use the new transientMode of None. Meaning they cannot be dropped, or saved. THe only way you can acquire these are from using the console, and trying to drop them results in them just deleting ( no drop ).
- Added the option for barrel aiming when in zoom. The bow uses this ( only when in zoom ) so that it looks like its pointing twards the center of the screen at all times.
- Fixed the debris layer ( sleeping bags, other deployabls that you can't walk on ) to be considered with shooting and melee.
- Removed usage of arrow keys in InputManager, they can now be bound to walking.
git-svn-id: https://garryshomepc/svn/494876-rust_src@722 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to add these
git-svn-id: https://garryshomepc/svn/494876-rust_src@723 0116351e-01fd-46a3-8c09-64bf5bb0948b
put in maxes new animations and fixes to the bow
git-svn-id: https://garryshomepc/svn/494876-rust_src@724 0116351e-01fd-46a3-8c09-64bf5bb0948b
- item now have a transientMode enum field, which we can set to DoesNotSave, Untransferable, None ( No saving or transfers ), Full (default, saves and transfers)
- Added invisible armor set. Gives you god mode basically when fully equipped and your are invisible. This is good for watching people and seeing how they interact.
- Uber Hatchet, Uber Hunting Bow and invisible armor all use the new transientMode of None. Meaning they cannot be dropped, or saved. THe only way you can acquire these are from using the console, and trying to drop them results in them just deleting ( no drop ).
- Added the option for barrel aiming when in zoom. The bow uses this ( only when in zoom ) so that it looks like its pointing twards the center of the screen at all times.
- Fixed the debris layer ( sleeping bags, other deployabls that you can't walk on ) to be considered with shooting and melee.
- Removed usage of arrow keys in InputManager, they can now be bound to walking.
put in maxes new animations and fixes to the bow
git-svn-id: https://garryshomepc/svn/494876-rust_src@725 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to metal door
git-svn-id: https://garryshomepc/svn/494876-rust_src@726 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to metal door
git-svn-id: https://garryshomepc/svn/494876-rust_src@727 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to mechanical layer
git-svn-id: https://garryshomepc/svn/494876-rust_src@728 0116351e-01fd-46a3-8c09-64bf5bb0948b
hatchet attack ( world ) now works.
git-svn-id: https://garryshomepc/svn/494876-rust_src@729 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged my quick fix from trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@730 0116351e-01fd-46a3-8c09-64bf5bb0948b
hatchet attack ( world ) now works.
git-svn-id: https://garryshomepc/svn/494876-rust_src@731 0116351e-01fd-46a3-8c09-64bf5bb0948b
the hatchet swingging didnt work for remote players. this fixes it
also moved off event animations to a enumeration and allowed for manual time scale play back.
git-svn-id: https://garryshomepc/svn/494876-rust_src@732 0116351e-01fd-46a3-8c09-64bf5bb0948b
the hatchet swingging didnt work for remote players. this fixes it
also moved off event animations to a enumeration and allowed for manual time scale play back.
git-svn-id: https://garryshomepc/svn/494876-rust_src@733 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to remove some logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@734 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to remove some logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@735 0116351e-01fd-46a3-8c09-64bf5bb0948b
airdrop changes
-if you stand under a supply drop as its landing it kills you. ( so people can't exploit and use it as a shield )
-you can't access the inventory of the airdrop until it has landed
-theres a bubble wrap effect around the airdrop that disappears when it becomes lootable ( marked GTFO )
git-svn-id: https://garryshomepc/svn/494876-rust_src@736 0116351e-01fd-46a3-8c09-64bf5bb0948b
airdrop changes
-if you stand under a supply drop as its landing it kills you. ( so people can't exploit and use it as a shield )
-you can't access the inventory of the airdrop until it has landed
-theres a bubble wrap effect around the airdrop that disappears when it becomes lootable ( marked GTFO )
git-svn-id: https://garryshomepc/svn/494876-rust_src@737 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to mark the last update supply crate sends out on landing as buffered.
git-svn-id: https://garryshomepc/svn/494876-rust_src@738 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged my quickfix back
git-svn-id: https://garryshomepc/svn/494876-rust_src@739 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed bubble wrap
git-svn-id: https://garryshomepc/svn/494876-rust_src@740 0116351e-01fd-46a3-8c09-64bf5bb0948b
no bubble wrap
git-svn-id: https://garryshomepc/svn/494876-rust_src@741 0116351e-01fd-46a3-8c09-64bf5bb0948b
ensured armor renderers arent ever enabled on server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@742 0116351e-01fd-46a3-8c09-64bf5bb0948b
armor models should never display on server anymore.
git-svn-id: https://garryshomepc/svn/494876-rust_src@743 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added in means of detecting what deployable object was from who when it comes to damage.
C4 explosions from players will result in the attacker being the player who set it. ( Thus fix the main issue with the PVE server )
git-svn-id: https://garryshomepc/svn/494876-rust_src@744 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added in means of detecting what deployable object was from who when it comes to damage.
C4 explosions from players will result in the attacker being the player who set it. ( Thus fix the main issue with the PVE server )
git-svn-id: https://garryshomepc/svn/494876-rust_src@745 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for server
git-svn-id: https://garryshomepc/svn/494876-rust_src@746 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged quick fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@747 0116351e-01fd-46a3-8c09-64bf5bb0948b
another quick fix for mods.
git-svn-id: https://garryshomepc/svn/494876-rust_src@748 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged quick fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@749 0116351e-01fd-46a3-8c09-64bf5bb0948b
we now bind local bounds per armor.
armor renderers now disable before changing settings/models then renables after ( when they started as enabled )
git-svn-id: https://garryshomepc/svn/494876-rust_src@750 0116351e-01fd-46a3-8c09-64bf5bb0948b
Another attempt at armor model fixing.
Ragdoll armor for local player is disabled when in first person ( and dying ).
git-svn-id: https://garryshomepc/svn/494876-rust_src@751 0116351e-01fd-46a3-8c09-64bf5bb0948b
You now spawn crouched, this should stop people from exploiting foundations from reconnecting under something.
Fixed up voice comm. Figured out it was allocating a lot of data just from its use of NetCull.connections.
Also optimized the culling math up, and disabled USpeaker's unity messages when server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@752 0116351e-01fd-46a3-8c09-64bf5bb0948b
You now spawn crouched, this should stop people from exploiting foundations from reconnecting under something.
Fixed up voice comm. Figured out it was allocating a lot of data just from its use of NetCull.connections.
Also optimized the culling math up, and disabled USpeaker's unity messages when server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@753 0116351e-01fd-46a3-8c09-64bf5bb0948b
server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@754 0116351e-01fd-46a3-8c09-64bf5bb0948b
quick fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@755 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some server fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@756 0116351e-01fd-46a3-8c09-64bf5bb0948b
added inv.givearmor. which we can use to give ourselves armor sets.
git-svn-id: https://garryshomepc/svn/494876-rust_src@757 0116351e-01fd-46a3-8c09-64bf5bb0948b
quick fixes to invincible cars, and some other console commands.
git-svn-id: https://garryshomepc/svn/494876-rust_src@758 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't let user play if they were refunded
Increased strikes
Warning about VAT
git-svn-id: https://garryshomepc/svn/494876-rust_src@759 0116351e-01fd-46a3-8c09-64bf5bb0948b
Website error fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@760 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't print images
git-svn-id: https://garryshomepc/svn/494876-rust_src@761 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed developer build option temporarily for server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@762 0116351e-01fd-46a3-8c09-64bf5bb0948b
May have fixed the foundation exploit. Needs testing.
Also fixed that extremely annoying issue with light mask
git-svn-id: https://garryshomepc/svn/494876-rust_src@763 0116351e-01fd-46a3-8c09-64bf5bb0948b
added files
git-svn-id: https://garryshomepc/svn/494876-rust_src@764 0116351e-01fd-46a3-8c09-64bf5bb0948b
commented out editor bit
git-svn-id: https://garryshomepc/svn/494876-rust_src@765 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@766 0116351e-01fd-46a3-8c09-64bf5bb0948b
May have fixed the foundation exploit. Needs testing.
Also fixed that extremely annoying issue with light mask, and joining a server while a airdop is going (constant NRE's)
git-svn-id: https://garryshomepc/svn/494876-rust_src@767 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot about manual movement of players, which needed some altercations since the character collider is now a seperate object.
git-svn-id: https://garryshomepc/svn/494876-rust_src@768 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot about manual movement of players, which needed some altercations since the character collider is now a separate object.
git-svn-id: https://garryshomepc/svn/494876-rust_src@769 0116351e-01fd-46a3-8c09-64bf5bb0948b
build files that i will test after committing.
git-svn-id: https://garryshomepc/svn/494876-rust_src@770 0116351e-01fd-46a3-8c09-64bf5bb0948b
cleaning up to merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@771 0116351e-01fd-46a3-8c09-64bf5bb0948b
It's out of date and fucked up now
git-svn-id: https://garryshomepc/svn/494876-rust_src@772 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating fresh branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@773 0116351e-01fd-46a3-8c09-64bf5bb0948b
whoops
git-svn-id: https://garryshomepc/svn/494876-rust_src@774 0116351e-01fd-46a3-8c09-64bf5bb0948b
new branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@775 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam sending stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@776 0116351e-01fd-46a3-8c09-64bf5bb0948b
Script mistake
git-svn-id: https://garryshomepc/svn/494876-rust_src@777 0116351e-01fd-46a3-8c09-64bf5bb0948b
quit when you're done
git-svn-id: https://garryshomepc/svn/494876-rust_src@778 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for flipped shadows on mac
git-svn-id: https://garryshomepc/svn/494876-rust_src@779 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@780 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for flipped shadows on mac i hope
git-svn-id: https://garryshomepc/svn/494876-rust_src@781 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for flipped shadows on mac
git-svn-id: https://garryshomepc/svn/494876-rust_src@782 0116351e-01fd-46a3-8c09-64bf5bb0948b
Readded FPGrass to latest Rust version.
git-svn-id: https://garryshomepc/svn/494876-rust_src@783 0116351e-01fd-46a3-8c09-64bf5bb0948b
added the [Replicated] attribute inside of ConsoleSystem. The server networks the value of these variables to the client when they connect, and delta updates them when they change.
Reworked timing of interpolation, added a fixed amount of ms to delay on top of the send rate ratio. all uses replication so we can tune the values during play.
NetCull.sendRate is now replicated via server.sendrate.
Added NetCull.sendInterval, which is 1/sendRate. And replaced occurrences of code containing 1 / NetCull.sendRate with it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@784 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged my quick fixes for mac
git-svn-id: https://garryshomepc/svn/494876-rust_src@785 0116351e-01fd-46a3-8c09-64bf5bb0948b
added the [Replicated] attribute inside of ConsoleSystem. The server networks the value of these variables to the client when they connect, and delta updates them when they change.
Reworked timing of interpolation, added a fixed amount of ms to delay on top of the send rate ratio. all uses replication so we can tune the values during play.
NetCull.sendRate is now replicated via server.sendrate.
Added NetCull.sendInterval, which is 1/sendRate. And replaced occurrences of code containing 1 / NetCull.sendRate with it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@786 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging FPGrass...
git-svn-id: https://garryshomepc/svn/494876-rust_src@787 0116351e-01fd-46a3-8c09-64bf5bb0948b
another attempt at fixing armor glitch
fixed barrel aim for various weapons.
git-svn-id: https://garryshomepc/svn/494876-rust_src@788 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed music
git-svn-id: https://garryshomepc/svn/494876-rust_src@789 0116351e-01fd-46a3-8c09-64bf5bb0948b
No 64bit server thanks
git-svn-id: https://garryshomepc/svn/494876-rust_src@790 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@791 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updating grass to be able to switch between old / new version
git-svn-id: https://garryshomepc/svn/494876-rust_src@792 0116351e-01fd-46a3-8c09-64bf5bb0948b
Copy uLinkPolicyServer.exe into server as part of the server build process
git-svn-id: https://garryshomepc/svn/494876-rust_src@793 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot to save the file before committing
git-svn-id: https://garryshomepc/svn/494876-rust_src@794 0116351e-01fd-46a3-8c09-64bf5bb0948b
Run integrated cluster server in a thread
Timeout on heartbeat
Randomize cluster server port if hosted locally so automatically doesn't conflict
crashme command crashes the server
git-svn-id: https://garryshomepc/svn/494876-rust_src@795 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding steamworks sdk
git-svn-id: https://garryshomepc/svn/494876-rust_src@796 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steamworks in the house (does nothing right now)
git-svn-id: https://garryshomepc/svn/494876-rust_src@797 0116351e-01fd-46a3-8c09-64bf5bb0948b
USpeaker no longer takes > 1 ms every frame.
Changes to FPGrass
- Reduced GC
- Assets are stored to disk when build changes are made. ( this makes the scene bundle not massive )
- Added FPGrassLayer.
-- Cameras with the FPGrassLayer on it control Culling for all FPGrassPatch's
-- FPGrassPatch no longer uses LateUpdate for culling because of this. It results in a decent speed boost and less GC
- Added string[] FPGrassProperty.Names.GrassProperties which contains "_GrassProperties" + j.ToString ( ). Using it instead of concatenating and int strings 32 times Resulting in far less GC per frame.
- Added 'grass' console system. 'grass.on' controls grass rendering.
- Redid the #if CLIENT bits so we wont get lots of errors when we switch to server.
Feel free to edit my changes however you deem fit Bill.
git-svn-id: https://garryshomepc/svn/494876-rust_src@798 0116351e-01fd-46a3-8c09-64bf5bb0948b
Required libraries if no steam client (which there isn't on a server!)
git-svn-id: https://garryshomepc/svn/494876-rust_src@799 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for building server
Marked changes to USpeaker with FACEPUNCH
git-svn-id: https://garryshomepc/svn/494876-rust_src@800 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@801 0116351e-01fd-46a3-8c09-64bf5bb0948b
Committing before testing some optimizations
git-svn-id: https://garryshomepc/svn/494876-rust_src@802 0116351e-01fd-46a3-8c09-64bf5bb0948b
Randomise steam ports to easily allow multiple servers
git-svn-id: https://garryshomepc/svn/494876-rust_src@803 0116351e-01fd-46a3-8c09-64bf5bb0948b
HTTP query run is blocking anyway - so all these checks aren't needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@804 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't heartbeat server if we haven't heard from it in a while
git-svn-id: https://garryshomepc/svn/494876-rust_src@805 0116351e-01fd-46a3-8c09-64bf5bb0948b
merging trunk...
git-svn-id: https://garryshomepc/svn/494876-rust_src@806 0116351e-01fd-46a3-8c09-64bf5bb0948b
...
git-svn-id: https://garryshomepc/svn/494876-rust_src@807 0116351e-01fd-46a3-8c09-64bf5bb0948b
Various fixes/optimizations
git-svn-id: https://garryshomepc/svn/494876-rust_src@808 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@809 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed my custom batches, as they dont seem to work anymore.
git-svn-id: https://garryshomepc/svn/494876-rust_src@810 0116351e-01fd-46a3-8c09-64bf5bb0948b
another attempt at fixing armor glitch
fixed barrel aim for various weapons.
USpeaker no longer takes > 1 ms every frame.
Changes to FPGrass
- Reduced GC
- Assets are stored to disk when build changes are made. ( this makes the scene bundle not massive )
- Added FPGrassLayer.
-- Cameras with the FPGrassLayer on it control Culling for all FPGrassPatch's
-- FPGrassPatch no longer uses LateUpdate for culling because of this. It results in a decent speed boost and less GC
- Added string[] FPGrassProperty.Names.GrassProperties which contains "_GrassProperties" + j.ToString ( ). Using it instead of concatenating and int strings 32 times Resulting in far less GC per frame.
- Added 'grass' console system. 'grass.on' controls grass rendering.
- Redid the #if CLIENT bits so we wont get lots of errors when we switch to server.
Feel free to edit my changes however you deem fit Bill.
Optimized build time and sizing accuracy.
Fixed up TreePack ( it had lots of unused data in it )
Fixed up a issue with ConsoleWindow that would only show up if you ever changed build target.
Moved all Tags into GameConstants.cs ( similar to layers ).
We now groom scenes during build. Removing things like spawners on client builds, and things like grass or renderers on server builds.
Going to put some other fixes after this commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@811 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some fixes to non critical errors that come up during building.
git-svn-id: https://garryshomepc/svn/494876-rust_src@812 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some fixes to non critical errors that come up during building.
git-svn-id: https://garryshomepc/svn/494876-rust_src@813 0116351e-01fd-46a3-8c09-64bf5bb0948b
FPGrass now enables / diables the default grass depending on whether it is enabled / disabled.
git-svn-id: https://garryshomepc/svn/494876-rust_src@814 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted, fucked something up.
git-svn-id: https://garryshomepc/svn/494876-rust_src@815 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged... Up to date with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@816 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for local player being able to see its own armor.
git-svn-id: https://garryshomepc/svn/494876-rust_src@817 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for local player being able to see its own armor.
git-svn-id: https://garryshomepc/svn/494876-rust_src@818 0116351e-01fd-46a3-8c09-64bf5bb0948b
Committing changes on FPGrass.
git-svn-id: https://garryshomepc/svn/494876-rust_src@819 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging changes back to trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@820 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk and avoiding another NRE that happens when the level is loading. Its unlikely its related to the crash AMD people are having but its good to get it gone anyways.
git-svn-id: https://garryshomepc/svn/494876-rust_src@821 0116351e-01fd-46a3-8c09-64bf5bb0948b
Use Steam's minidump error reporting system
git-svn-id: https://garryshomepc/svn/494876-rust_src@822 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix attempt to grass issues.
git-svn-id: https://garryshomepc/svn/494876-rust_src@823 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@824 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed fade-in
removed a log
attempt to fix grass issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@825 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged...
git-svn-id: https://garryshomepc/svn/494876-rust_src@826 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam client builder
git-svn-id: https://garryshomepc/svn/494876-rust_src@827 0116351e-01fd-46a3-8c09-64bf5bb0948b
use correct folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@828 0116351e-01fd-46a3-8c09-64bf5bb0948b
Basic Steamclient Functions
git-svn-id: https://garryshomepc/svn/494876-rust_src@829 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam Server list
git-svn-id: https://garryshomepc/svn/494876-rust_src@830 0116351e-01fd-46a3-8c09-64bf5bb0948b
Load into GameUI in standalone
git-svn-id: https://garryshomepc/svn/494876-rust_src@831 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated Daikon to latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@832 0116351e-01fd-46a3-8c09-64bf5bb0948b
Daikon fixes after update
git-svn-id: https://garryshomepc/svn/494876-rust_src@833 0116351e-01fd-46a3-8c09-64bf5bb0948b
SteamClient Init/Shutdown/Update
git-svn-id: https://garryshomepc/svn/494876-rust_src@834 0116351e-01fd-46a3-8c09-64bf5bb0948b
Stone Axe w_model
git-svn-id: https://garryshomepc/svn/494876-rust_src@835 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server version
git-svn-id: https://garryshomepc/svn/494876-rust_src@836 0116351e-01fd-46a3-8c09-64bf5bb0948b
Nicer close procedure - saves automatically and nicely when server is closed
Added server quit command
Steam client, Steam Init stuff
Replaced all OnShutdownWarningComplete stuff with KickAllPlayers
Replaced game.restart with server.close
Client serverlist boilerplate
git-svn-id: https://garryshomepc/svn/494876-rust_src@837 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed ConsoleMap/ConsoleReplication
PAT: PLEASE AVOID ADDING LAYERS OF UNNEEDED COMPLICATION
PAT: PLEASE DON'T OPTIMIZE THINGS UNTIL THEY NEED OPTIMIZATING
PAT: PLEASE DON'T ADD 1500+ LINE FILES TO DO THINGS THAT DON'T REALLY NEED DOING
PAT: PLEASE CONSIDER "DO WE REALLY NEED THIS OR AM I JUST CODING FOR THE SAKE OF CODING"
Even if we really needed replication - the whole console system is made to work in plain text. You don't need to encode the console variables to try to compress them. It seems like you coded ANOTHER un-needed system for all of this here.
Your time is not well spent re-coding an existing system, or adding features to an existing system unless we really desperately need this done.
ONCE YOUR FILE IS GETTING BEYOND 400 LINES PLEASE CONSIDER WHETHER YOU ARE DOING THE SAME THING OR WHETHER YOU ARE CODING ANOTHER UNMAINTAINABLE MONOLITHIC SYSTEM THAT WE DON'T REALLY NEED.
git-svn-id: https://garryshomepc/svn/494876-rust_src@838 0116351e-01fd-46a3-8c09-64bf5bb0948b
Client building, ship steam_api.dll
git-svn-id: https://garryshomepc/svn/494876-rust_src@839 0116351e-01fd-46a3-8c09-64bf5bb0948b
copy steam_api.dll
git-svn-id: https://garryshomepc/svn/494876-rust_src@840 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed grass and shadows
grass no longer relies on mesh renderers or mesh filters. Its all drawn via Graphics.DrawMesh now which has less overhead and allows us to cull out instances manually within culling context of the camera rendering.
git-svn-id: https://garryshomepc/svn/494876-rust_src@841 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@842 0116351e-01fd-46a3-8c09-64bf5bb0948b
Shouldn't have left this shit in !
git-svn-id: https://garryshomepc/svn/494876-rust_src@843 0116351e-01fd-46a3-8c09-64bf5bb0948b
webplayer fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@844 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed grass and shadows
grass no longer relies on mesh renderers or mesh filters. Its all drawn via Graphics.DrawMesh now which has less overhead and allows us to cull out instances manually within culling context of the camera rendering.
wireframe temporarily does not work from this.
git-svn-id: https://garryshomepc/svn/494876-rust_src@845 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam server responses working
git-svn-id: https://garryshomepc/svn/494876-rust_src@846 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wooden workbench prop
git-svn-id: https://garryshomepc/svn/494876-rust_src@847 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sleeping pose anim
git-svn-id: https://garryshomepc/svn/494876-rust_src@848 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server list.. partially working
git-svn-id: https://garryshomepc/svn/494876-rust_src@849 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed ordering issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@850 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server list working (need to hook up "connect" command)
git-svn-id: https://garryshomepc/svn/494876-rust_src@851 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server no longer uses the webapi.. everything is defined via command line/config files
Data folder is defined via command line instead of by server/cluster id
git-svn-id: https://garryshomepc/svn/494876-rust_src@852 0116351e-01fd-46a3-8c09-64bf5bb0948b
When calling save.all we want to save RIGHT NOW.
git-svn-id: https://garryshomepc/svn/494876-rust_src@853 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing meshes in workbench fbx
git-svn-id: https://garryshomepc/svn/494876-rust_src@854 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sleeping players, will go into detail further when i commit to trunk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@855 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@856 0116351e-01fd-46a3-8c09-64bf5bb0948b
someone must have been editing with notepad.
git-svn-id: https://garryshomepc/svn/494876-rust_src@857 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missed semicolon
git-svn-id: https://garryshomepc/svn/494876-rust_src@858 0116351e-01fd-46a3-8c09-64bf5bb0948b
dedicated server no longer needs -serverid or -apikey
git-svn-id: https://garryshomepc/svn/494876-rust_src@859 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed compile error
git-svn-id: https://garryshomepc/svn/494876-rust_src@860 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed servers not being able to auth sessions
git-svn-id: https://garryshomepc/svn/494876-rust_src@861 0116351e-01fd-46a3-8c09-64bf5bb0948b
webplayer fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@862 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added ClientConnect - which adds net.connect <ip>
* This is made to be simple while we're developing
* It doesn't use the LevelLoading stuff on purpose
* Will always connect to servers as 'garry' right now
git-svn-id: https://garryshomepc/svn/494876-rust_src@863 0116351e-01fd-46a3-8c09-64bf5bb0948b
Unconsciousness is how you spell it.
Added console system steam ( on server ). you can launch server with a config file having a line:
steam.public False
and your server wont show up on the master server list.
Took a tiny bit of time Saturday fixing some annoyances.
- Exposed sizing threshold to build files. Standalone build types now target 92mb - 100mb bundles, which results in much less files.
- Part of that required us being able to more accuratly size out files, thats where the very simple Facepunch.Build.Rebuild comes in.
-- It sizes out larger assets ( currently, textures and sounds ) to single test bundles.
-- Remembers the size of the bundle.
-- Repeats the test when the MD5 of the asset is changed, or if the .meta file next to it has changed.
-- Results are stored in Library/fpbcache folder and like everything else in "Library" is meant to be there to avoid doing work more than once. The results are completely in indeterminant and theres no issue with missing them.
- The first build after this change will take some more time, but past the first build it will be the same speed as it was prior and generally there will be less bundles ( even for webplayer ) because determining the size of assets by their file in the project is incredibly inaccurate for most asset types. With standalone targeting 92mb to 100mb there were 6 texture bundles that sized anywhere from 25 to 50 mb which kinda defeated the point.
- The reason for putting the rebuild data types in a dll is because the files used in library's need to be persistant, and its just not always possible to do that when you've got a variating dll that is packed in with everything else.
- The overall change to the build process was minimal and all the caching data uses built in unity serialization so i'm happy with how its working atm.
git-svn-id: https://garryshomepc/svn/494876-rust_src@864 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@865 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding -hidden to the command line will hide the server from the server list
git-svn-id: https://garryshomepc/svn/494876-rust_src@866 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixes to get editor connect working. Goes through connect command garry has set up.
git-svn-id: https://garryshomepc/svn/494876-rust_src@867 0116351e-01fd-46a3-8c09-64bf5bb0948b
a proposition to level loading.
server and client ( except webplayer ) use RustApplication.LoadLevel now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@868 0116351e-01fd-46a3-8c09-64bf5bb0948b
anything that is a UnityEngine.MonoBehaviour or UnityEngine.ScriptableObject has to exist on all builds.
Its not a problem for jenkins where i'm guessing it never switches client/server builds. But once we switch from one to the other the GUID's of everything get skewed and results in one bad build that requires a rebuild after.
git-svn-id: https://garryshomepc/svn/494876-rust_src@869 0116351e-01fd-46a3-8c09-64bf5bb0948b
Derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@870 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@871 0116351e-01fd-46a3-8c09-64bf5bb0948b
Renamed RustApplication.LoadLevel to RustLevel.Load
git-svn-id: https://garryshomepc/svn/494876-rust_src@872 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabling sleeping avatars by default, I'm going to test it out on a single server first and make sure it does not have any extreme issues before making it live everywhere else.
git-svn-id: https://garryshomepc/svn/494876-rust_src@873 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sleeping avatars added ( currently defaults to off )
Replaces Combat Logging
When you disconnect you get a unconscious player on the floor
Can damage the unconscious player and when the player reconnects the damage done to the unconscious body is received
When the unconscious body dies or is murdered:
1. The users avatar is loaded from disk ( or whatever Query.AvatarLoad does )
2. If there are any inventory items saved with the avatar, a loot sack is dropped with those items
3. Only persistent ( between deaths ) messages in the avatar are then saved back (Blueprints). Which is just like dying normally.
The way it all works allows for a pretty un-intrusive approach to it. There were some changes that needed to be made with the connection code for it but tried to many them as minimal as possible and inside of RustServerManagement over the plugins classes.
When the player reconnects later
if death occurred while they were out, its just like they are re spawning from death.
if they survived the time they were out the body gets destroyed and the player re spawns on top of where it was, inheriting whatever vital changes happend while they were out.
The feature can be turned off, and for now by default it is off until i can finally test it.
It is set up to be able to save but currently ( on purpose ) it does not.
Why is it not set up to WorldSave?
When you consider what it is effectively accomplishing:
- Cheaters: Make 'Combat Logging' ineffective ( people logging off to avoid conflict )
- Survival: Make people more aware of their surroundings when they disconnect
- Persistent State: People are always there, even when they aren't playing.
Right now we also have to consider:
- Server Stability: Our servers restart a lot from crashes at the moment.
- Server Restarting: Our servers restart a lot because we actively work on them (alfa)
- World Save Frequency: We save pretty infrequently (good, but bad)
- User Response: Are people going to like it, or feel like we are intruding on their freedom.
IMO the feature is great and perfect for Rust. One thing we seem to do well most of the time is immersion, and I think immersing the player into a persistent state at all times is great. A side effect of the experience is that people get very attached. Avoiding the kumbaya feelings, we are certainly removing one of the only remaining feelings of security with this feature and my opinion on it is we should tread lightly. If anything screws up on our end, such as the servers crashing or anything that needs to restart the server ( updates ) I think the best approach would be to not spawn the bodies back.
What happens when you don't spawn the bodies back? Exactly the same as how it worked prior, the user is spawned back at where they were at the last avatar save ( separate from world saves ) and their body never existed.
Overall, I think by not saving bodies to world save it might be more ideal. If it were to save bodies as it is right now the following (unideal) situations could occur.
1. Server saves the world with my body in it ( as i'm disconnected ).
2. I reconnect to the server, my body is removed and i am ok.
3. I craft some armor.
4. The server saves my avatar ( which happens more frequently than world saves, as its fast and throttled )
5. The server crashes before it does a new world save.
We're talking about only ten minutes here. But..
Scenarios that would happen from this:
- After the server restarts someone kills my old body, gets my inventory from whatever i had since the last avatar save ( before i can reconnect )
- I reconnect to the server, my body would be in the old position and just disappear when i spawn in at where-ever i was when the avatar save happened.
- In another scenario with less time between disconnect and reconnect i could bleed out after the server restarts even though i could have bandaged myself with the avatar save.
- Maybe I died after reconnecting. My body would still be there because it didn't save without my body not being there.
All of the above scenarios don't have any consequence that would fuck the server up or anything but they're all kind of a pain for the user and avoidable by not world saving/restoring bodies.
That all said all it takes to make bodies save is adding the ServerSave component to MaleSleeper.prefab. They are completely set up to be able to, again it just seems like it makes more sense to me to avoid it. If not just until the servers get more stable. With all considerations it still solves and adds a lot to the game.
Some other design notes:
- The sleeping body, when killed it is destroyed immediately. A Query to Query.LoadAvatar is sent prior and non of the item drop code ever needs to reference the sleeping body. However, the way its set up to be safe with that is by marking the user id int as busy until it has a response, during the time of query and response I've set the connection code to make sure that it waits while there is pending data like that. As to not miss modifications to the avatar by loading before the death is saved.
- Bodies should never exist at the same time as a reconnecting player's character. This is to avoid item duping, and it seems wrong to have it possible. The very small window where someone could kill a body, get it to dump the loot and it would save after the players avatar would be loaded for character creation is ( as far as i can tell so far ) completely accounted for. During that tiny window, the thing that generates the loot drop is prevented from running. Meaning the body is basically invincible from the time the server goes to query avatarinfo, it disapears but does nothing and the player comes in. The window, again, is very small.
- While I'm unsure and probably need to look into what happens when someone disconnects before their avatarinfo query ( when they reconnect ) responds. In the worse case someone could maybe exploit their body away. As in if someone were to kill a body exactly after AvatarLoad.Query was invoked in ServerManagement but before NetUser.OnClientReady or NetUser.OnClientReady_Failed was responded/ called back to. If the connecting player was to disconnect prior to the server receiving a response from teh query, and ultimately making their character their body would have been destroyed, and since there wouldn't be any character it wouldn't be recreated. But I have to think that I've tapped into stuff as properly as i could have, we may need to handle that properly elsewhere to fix it and it should be rare if its even a issue at all.
File Descriptions:
SleepingAvatar.cs - RPCs, most members, armor handling, creator ( owner ) stuff, world saving
SleepingAvatar+KillQuery.cs - (ServerOnly) Everything that has to do with killing the sleeping avatar. The modifications to avatar data, OnKilled message handler.
SleepingAvatar+TransientData.cs - (ServerOnly) a struct that holds information about single sleeping avatars. It is not reliant on the sleeping avatar actually existing, the data is passed between destroy/closing of sleeping avatars to reconnecting players. Stuff like vitals are saved as protobufs here and are intended to be merged ontop of incoming player data without the need to actually modify the save data before loading it ( like what happens with death ).
SleepingAvatar+Registry.cs - (ServerOnly) handles binding of user id to sleeping avatars. Opens and Closes them. When you close a sleeping avatar, that is when you receive the transient data structure which you can use to merge ontop of a avatarbuilder.
Some other features added that Sleeping Avatars use are:
- Pose Support
- Lets us automatically generate static ( non skinned ) meshes that are posed to match a animation clip. They origin at the same transform that the skinned mesh renderer would use and ends up with far less overhead this way.
- These have full backwards support, meaning if you know the name of the pose, you can get the mesh for any given armor set, as well as the clip and time of clip that they were based on. ( This provides perfect static mesh -> skinned ragdoll transitions via GameObject.SampleAnimation [which does not actually require any Animation component!] )
- All we do to add more is modify import.txt ( next to the fbx files ). So we could use this to display the characters armor in the armor panel as a example.
- We use Poses for unconscious bodies currently, its very hard to tell when you kill a sleeping body that it wasn't skinned originally because of how smoothly the transition to ragdoll is. And it'd be a shit load of overhead if we used skinned mesh renderers for bodies.
There were some changes made to build on Saturday as well.
- Can now define target bundle size thresholds in the .build files ( standalone builds target bundle sizes of 92-100mb )
- It now more accurately determines the size of problematic assets who's size in editor inside the project is fastly greater than their size when in bundles ( compressed textures, audio clips ).
- The process to size the things above takes awhile to do, but I've made it cache the results after the first time a asset is included into build and only re-tests when the MD5 hash of the asset in editor differs, or if the .meta next to the asset changes.
- So again, it will take more time to build the first time. Similarly to when you open the project without a Library folder, it's the only time it will take that long. ( it actually caches the results in the Library folder, so its not all that different. )
- Results in far less amount of bundle files overall, and more precisely packed with ( once you get past the first build ) the same speed as before.
- These changes very minimally changed the actual build code, The majority of the simple code to control the caching of file size is off in a dll only because its safer for it to be as a change in the project could otherwise trigger a rebuild of data. the cache data can be found at Library/fpbcache and is stored the same way, and with the same built in unity serialization as Library/metadata.
Also build.bat inside of Libraries ( which builds all the dlls we have made, and moves them into the project ) should work on any computer with .net 3.5 installed on it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@874 0116351e-01fd-46a3-8c09-64bf5bb0948b
webplayer fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@875 0116351e-01fd-46a3-8c09-64bf5bb0948b
webplayer fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@876 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid changes to librust as we have the -hidden command now ( i didn't commit my changes to trunk )
undid whitespace changes to netcull.cs
git-svn-id: https://garryshomepc/svn/494876-rust_src@877 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed proto variable names, to keep things simple
git-svn-id: https://garryshomepc/svn/494876-rust_src@878 0116351e-01fd-46a3-8c09-64bf5bb0948b
Code formatting
git-svn-id: https://garryshomepc/svn/494876-rust_src@879 0116351e-01fd-46a3-8c09-64bf5bb0948b
Client fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@880 0116351e-01fd-46a3-8c09-64bf5bb0948b
Refactoring connection stuff, cutting the crap.
* I am not done yet, so this won't work, and won't make sense
* I am trying to avoid having separate paths for webplayer, client and editor as much as possible
* Chill Your Boots
git-svn-id: https://garryshomepc/svn/494876-rust_src@881 0116351e-01fd-46a3-8c09-64bf5bb0948b
Using uLink.BitStream here because it works and nothing else does :)
git-svn-id: https://garryshomepc/svn/494876-rust_src@882 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server tweak
git-svn-id: https://garryshomepc/svn/494876-rust_src@883 0116351e-01fd-46a3-8c09-64bf5bb0948b
Garry is a nub
git-svn-id: https://garryshomepc/svn/494876-rust_src@884 0116351e-01fd-46a3-8c09-64bf5bb0948b
Userid is now unsigned 64bit
- I may have missed some places where it's important
- This breaks all saves
Refactored client connection authentication
git-svn-id: https://garryshomepc/svn/494876-rust_src@885 0116351e-01fd-46a3-8c09-64bf5bb0948b
Avatar folder - 64bit
Fixed client crash because of dumb marshalling
git-svn-id: https://garryshomepc/svn/494876-rust_src@886 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed disconnect crash
git-svn-id: https://garryshomepc/svn/494876-rust_src@887 0116351e-01fd-46a3-8c09-64bf5bb0948b
Grass fixes
The textures generated by grass were read/write. Theres no way to mark a generated texture as read-only ( which forbids the pixels from being on system ram ).
Unsure if this is directly related to the AMD issue but with claims of people crashing out of memory from not being able to create 2048x2048 textures its likely because of the 4 2048 textures grass uses being read/wrote.
I wish we could toggle it on as a option to go readonly but theres no support for it, So what i had to end up doing was saving the pixels off to TGA.
So i put in TargaUtility which either creates or updating a existing .tga for a given generated texture, sets up the import settings properly, and then modified texture usage ( as little as possible ) so that when we regenerate textures it updates given tga files. The good thing about all this, besides freeing up lots of memory are GUID's wont jump anymore, and textures for grass are now managed a little stronger. But a downside is it takes a bit longer to rebuild textures.
The normal map also now uses dxtnm and have accounted for that in the shader.
On purpose i'm not committing the changes to the level. Grass should still work from previous configurations and simply rebuilding the textures will generate the TGA's and remove the old file references.
I'm planning on merging with trunk soon so i'll apply those changes to the scene after that.
git-svn-id: https://garryshomepc/svn/494876-rust_src@888 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@889 0116351e-01fd-46a3-8c09-64bf5bb0948b
rebuilt grass data with new formatting
git-svn-id: https://garryshomepc/svn/494876-rust_src@890 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to get rid of this one.
git-svn-id: https://garryshomepc/svn/494876-rust_src@891 0116351e-01fd-46a3-8c09-64bf5bb0948b
And the rebuild meshes, which had no changes, since its only .meta files.
git-svn-id: https://garryshomepc/svn/494876-rust_src@892 0116351e-01fd-46a3-8c09-64bf5bb0948b
Grass fixes -- if you modified the level read below before merging.
The textures generated by grass were read/write. Theres no way to mark a generated texture as read-only ( which forbids the pixels from being on system ram ).
Unsure if this is directly related to the AMD issue but with claims of people crashing out of memory from not being able to create 2048x2048 textures its likely because of the 4 2048 textures grass uses being read/wrote.
I wish we could toggle it on as a option to go readonly but theres no support for it, So what i had to end up doing was saving the pixels off to TGA.
So i put in TargaUtility which either creates or updating a existing .tga for a given generated texture, sets up the import settings properly, and then modified texture usage ( as little as possible ) so that when we regenerate textures it updates given tga files. The good thing about all this, besides freeing up lots of memory are GUID's wont jump anymore, and textures for grass are now managed a little stronger. But a downside is it takes a bit longer to rebuild textures.
The normal map also now uses dxtnm and have accounted for that in the shader.
If you've modified grass settings ( not just rebuilding them ) you may want to back up or take a screen of your settings with grass prior to merging this. In the worse case you'd have to re-enter them in. Just make sure to rebuild everything grass wise ( on FPGrass ) afterwards.
Alternatively you could revert the deleted files after the merge is finished, leaving only the changes to scripts made in this update. Open up the scene and rebuild everything grass related. It will upgrade it to the new format by doing so.
If you did not modify grass settings, there shouldn't be a issue. There was a issue with the version that was on trunk and this fixes it. So if you see merges and you know you didn't change anything, you probably want to copy the files that were green and said merged from a up to date copy of trunk into your branch.
git-svn-id: https://garryshomepc/svn/494876-rust_src@893 0116351e-01fd-46a3-8c09-64bf5bb0948b
i am a doofus.
git-svn-id: https://garryshomepc/svn/494876-rust_src@894 0116351e-01fd-46a3-8c09-64bf5bb0948b
missed this, grass should show up now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@895 0116351e-01fd-46a3-8c09-64bf5bb0948b
Uploading the waterpipeshotgun max file and textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@896 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading the shotgun shell with textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@897 0116351e-01fd-46a3-8c09-64bf5bb0948b
Menu do-over
git-svn-id: https://garryshomepc/svn/494876-rust_src@898 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot to commit these
git-svn-id: https://garryshomepc/svn/494876-rust_src@899 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@900 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed pending editor events not being executed ( or removed leaving you stuck )
Minimalized loading on init scene outside of webplayer ( where its just a simple bar at the bottom )
git-svn-id: https://garryshomepc/svn/494876-rust_src@901 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed pending editor events not being executed ( or removed leaving you stuck )
Minimized loading ui on init scene outside of webplayer ( where its just a simple bar at the bottom )
git-svn-id: https://garryshomepc/svn/494876-rust_src@902 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rust is able to connect to a server after disconnect now.
I tested by shutting the server down while being connected, restarting the server and reconnecting. It should work with NetCull.Disconnect
All singleton patterns have been set up so that they can shut down.
Some were moved to LevelShared, others use DestroyOnDisconnect
Removed ClientExit.unity, ExitScene.cs, UIExitScene.cs.
After the client gets disconnected the menu background is loaded and then the gameui. MainMenu receives ShowModalDialog( string ) with info on the disconnect, ( does not do anything with it, but put it there as a place holder if garry wants implement the ui part of it. )
With chat i've gone through and properly marked stuff as CLIENT SERVER . Which makes me think we need to do it in many other places still.
I'm about to test that server is still functional, will merge to trunk after.
Removed LevelClient.unity from the client build as well. Its not used
git-svn-id: https://garryshomepc/svn/494876-rust_src@903 0116351e-01fd-46a3-8c09-64bf5bb0948b
missed this after testing server. but..
I have to figure out what happened to player approval, after i rebuilt the server and tried to connect to it i got zero sized approval data which is weird. no logs on the console, about apparently being approved. I grabbed the server files off jenkins to make sure it was my changes, and it looks like it was because i was able to connect to my own server when using those files. Will probably be a quick fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@904 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't create a serverdata folder.. cuz we ain't using one.
git-svn-id: https://garryshomepc/svn/494876-rust_src@905 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the server issue
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@906 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rust is able to connect to a server after disconnect now.
I still need to add the disconnect command.
I tested by shutting the server down while being connected, restarting the server and reconnecting.
All singleton patterns have been set up so that they can shut down.
Some were moved to LevelShared, others use DestroyOnDisconnect
Removed ClientExit.unity, ExitScene.cs, UIExitScene.cs.
After the client gets disconnected the menu background is loaded and then the gameui. MainMenu receives ShowModalDialog( string ) with info on the disconnect, ( does not do anything with it, but put it there as a place holder if garry wants implement the ui part of it. )
With chat i've gone through and properly marked stuff as CLIENT SERVER . Which makes me think we need to do it in many other places still.
Removed LevelClient.unity from the client build as well. Its not used
git-svn-id: https://garryshomepc/svn/494876-rust_src@907 0116351e-01fd-46a3-8c09-64bf5bb0948b
quick fix for client
git-svn-id: https://garryshomepc/svn/494876-rust_src@908 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed music per request from helk
added the -noprint switch to Batch() which skips usage of librust to do its console magic. Its for me personally and i wont apply it to jenkins. Some reason it makes it impossible to find errors, it might be because of how it hijacks console control, but theres definitely lots of text that does not show up in the logs when it runs that does show up in the console.
git-svn-id: https://garryshomepc/svn/494876-rust_src@909 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged my quick fix into my branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@910 0116351e-01fd-46a3-8c09-64bf5bb0948b
added 'net.disconnect' and 'net.reconnect' which both work.
git-svn-id: https://garryshomepc/svn/494876-rust_src@911 0116351e-01fd-46a3-8c09-64bf5bb0948b
added 'net.disconnect' and 'net.reconnect' which both work.
removed music per request from helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@912 0116351e-01fd-46a3-8c09-64bf5bb0948b
quick fix for server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@913 0116351e-01fd-46a3-8c09-64bf5bb0948b
waterpipe shotgun sounds
git-svn-id: https://garryshomepc/svn/494876-rust_src@914 0116351e-01fd-46a3-8c09-64bf5bb0948b
waterpipe shotgun viewmodel w/ animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@915 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added idle and holster anims
git-svn-id: https://garryshomepc/svn/494876-rust_src@916 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed wildlife not updating. kinda a derp on my part
server can run inside of editor again. The reason it wasn't working prior is reaaally weird and i wont forget it.
this function here:
public int Gouge ( int i, out Range a, out Range b )
{
if ( Count <= 0 || Count == 1 && i == Start )
{
a = b = default ( Range );
return 0;
}
else if( i < Start || i >= ( Start + Count ) )
{
a = b = this;
return 1;
}
else if ( i == Start )
{
a = b = new Range ( Start + 1, Count - 1 );
return 1;
}
else if ( i == ( Start + Count - 1 ) )
{
a = b = new Range ( Start, Count - 1 );
return 1;
}
else
{
a = new Range ( Start, i - Start );
b = new Range ( i + 1, Count - ( ( i - Start ) + 1 ) );
return 2;
}
}
some reason, only when the server is being ran in editor: these lines..
a = b = default ( Range );
a = b = this;
a = b = new Range ( Start + 1, Count - 1 );
a = b = new Range ( Start, Count - 1 );
cause editor to crash completely.
I'm assuming the reason to this is, a and b are both out parameters. the crash was a access violation to C0000005 ( writing null ). and caused from a mono function. when i'm doing a = b = value a and b are uninitialized, that shouldn't matter.. but if i seperately do a = default( Range ); b = default ( Range ); or a = this; b = this; the crash does not occur.
At anyrate i changed/fixed it. I just thought it was interesting since its definitly a mono issue, and there should be nothing wrong with it originally as it compiled.
git-svn-id: https://garryshomepc/svn/494876-rust_src@917 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@918 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed wildlife updating
fixed server not being able to launch in editor
when connecting through the editor menu, the step to load the main menu is now skipped.
git-svn-id: https://garryshomepc/svn/494876-rust_src@919 0116351e-01fd-46a3-8c09-64bf5bb0948b
added server.timesrc "Time measurement source (0=stopwatch, 1=tickcount, 2=datetime)"
git-svn-id: https://garryshomepc/svn/494876-rust_src@920 0116351e-01fd-46a3-8c09-64bf5bb0948b
Optimization pass: Rock set baked down to single 4096x4096 UV sheet
+ vorbis version of waterpipe shotgun sounds
git-svn-id: https://garryshomepc/svn/494876-rust_src@921 0116351e-01fd-46a3-8c09-64bf5bb0948b
WM Source for Rust Island
git-svn-id: https://garryshomepc/svn/494876-rust_src@922 0116351e-01fd-46a3-8c09-64bf5bb0948b
Unpatted input system
- This was meant to be simple
- Keep it simple
- This axis system is OVERKILL
- Vehicles should use normal movement controls
- But that doesn't matter because we don't have them yet
- So don't bother coding these systems for them
- Please prove performance issues before adding optimizations - and talk to me BEFORE you do anything.
- 1250+ less lines!
git-svn-id: https://garryshomepc/svn/494876-rust_src@923 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaned code
git-svn-id: https://garryshomepc/svn/494876-rust_src@924 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sleeping Avatar is on by default
Fixed HumanController error
git-svn-id: https://garryshomepc/svn/494876-rust_src@925 0116351e-01fd-46a3-8c09-64bf5bb0948b
No MenuBackground on webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@926 0116351e-01fd-46a3-8c09-64bf5bb0948b
-Simplified level loading. We'll now use RustLevel.Load for all changing of levels. So to go to main menu, its RustLevel.Load( "MenuBackground" ) just like it would be to load up a level to play on.
-Web player no longer jumps to main menu at any time.
-On standalone clients, ClientConnect now checks forwards off to the same function that gets sent text about disconnection notices when connection cannot take place or approval denied.
-Added SceneInfo which is a simple data type class we will stick next to scene (.unity) files. To access or create it you just select Editor/Select Scene Info while the editor has given scene open. At the moment it's job is plainly to make tree levels no longer a requirement. It's fields are simply name of scene file, optional string array of (shared) levels to load on top of it, and then optionally a title for said map. We can expand on this to insert things like thumbnails or whatever as we add more levels.
==Saturday cleaning and Editor related fixes:
-Removed a vast majority of the log messages when the game starts up.
-Fixed (most) of errors that pop up every time the game starts. Stuff like missing scripts, or duplicate names in bundles.
-Centralized routine based operations to Facepunch.Utility.dll ( AutoRoutine ). Which will replace all occurrences of scripts having large parts of their contents dealing with creation of game objects. It also allows us to install callbacks in for when any kind of similar operation is finished. Checking if( !AutoRoutine.Idle ) is basically a good away of determining if theres any load procedure running.
-Editor now loads and connects much faster. Also skips the load to main menu when ran through connect menu.
Also, i didn't finish yet but maybe some other weekend we'll have a one click solution to quickly test every build target for compile errors. Which currently is pretty painful to test and most of the time results in just waiting on jenkins to tell you.
git-svn-id: https://garryshomepc/svn/494876-rust_src@927 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@928 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't send disconnect/connect messages in chat
Server list scrolling works
Server list clipping works
git-svn-id: https://garryshomepc/svn/494876-rust_src@929 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge.. wow
git-svn-id: https://garryshomepc/svn/494876-rust_src@930 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added sleepers.loglevel . Set to 3 to get all logs. This should probably be reverted once we determine the freeze issue.
git-svn-id: https://garryshomepc/svn/494876-rust_src@931 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made FPGrass able to be turned off in scene view per request from helk.
git-svn-id: https://garryshomepc/svn/494876-rust_src@932 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed unfinished things from AuthorSuite
git-svn-id: https://garryshomepc/svn/494876-rust_src@933 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Music
Added rock models
-Detail shader included!
Updated terrain rock texture
Updated terrain with different trees
Added RockPlacement tool!
-Currently has no editor but iterates the map and checks splatmaps for a rock texture, when found generates a rock model based on slope/height etc
-Does its best not to overlap rocks
-Can merge rocks into 250x250m groups and save to disk
-obj support is wonky as it messes up pivots, so currently saves as a .asset
-They are currently set to the CULL500 Layer which uses layer culling and performs much better than LOD'ing
git-svn-id: https://garryshomepc/svn/494876-rust_src@934 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added HandCannon pistol and corresponding ammunition
git-svn-id: https://garryshomepc/svn/494876-rust_src@935 0116351e-01fd-46a3-8c09-64bf5bb0948b
New Map with splats, normals, rocks, trees, etc
-Doesn't work with the custom shader though yet lolz
git-svn-id: https://garryshomepc/svn/494876-rust_src@936 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with non uniform tree scaling
Default blueprints added
Arrow Retrival (buggy, they fly up in random directions)
Poisoning in your metabolism ( you start throwing up and lose food as well as health )
Fixed bug with deployables decaying faster on metal structures
fixed 'number of bind poses' fps drop with zombies
Updated workbench model to a nicer one
Fixed hostile wildlife not performing an altitude check
git-svn-id: https://garryshomepc/svn/494876-rust_src@937 0116351e-01fd-46a3-8c09-64bf5bb0948b
put build back to client
git-svn-id: https://garryshomepc/svn/494876-rust_src@938 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged with trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@939 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged my branch
-Removed unfinished things from AuthorSuite
-Simplified level loading. We'll now use RustLevel.Load for all changing of levels. So to go to main menu, its RustLevel.Load( "MenuBackground" ) just like it would be to load up a level to play on.
-Web player no longer jumps to main menu at any time.
-On standalone clients, ClientConnect now checks forwards off to the same function that gets sent text about disconnection notices when connection cannot take place or approval denied.
-Added SceneInfo which is a simple data type class we will stick next to scene (.unity) files. To access or create it you just select Editor/Select Scene Info while the editor has given scene open. At the moment it's job is plainly to make tree levels no longer a requirement. It's fields are simply name of scene file, optional string array of (shared) levels to load on top of it, and then optionally a title for said map. We can expand on this to insert things like thumbnails or whatever as we add more levels.
==Saturday cleaning and Editor related fixes:
-Removed a vast majority of the log messages when the game starts up.
-Fixed (most) of errors that pop up every time the game starts. Stuff like missing scripts, or duplicate names in bundles.
-Centralized routine based operations to Facepunch.Utility.dll ( AutoRoutine ). Which will replace all occurrences of scripts having large parts of their contents dealing with creation of game objects. It also allows us to install callbacks in for when any kind of similar operation is finished. Checking if( !AutoRoutine.Idle ) is basically a good away of determining if theres any load procedure running.
-Editor now loads and connects much faster. Also skips the load to main menu when ran through connect menu.
Also, i didn't finish yet but maybe some other weekend we'll have a one click solution to quickly test every build target for compile errors. Which currently is pretty painful to test and most of the time results in just waiting on jenkins to tell you.
git-svn-id: https://garryshomepc/svn/494876-rust_src@940 0116351e-01fd-46a3-8c09-64bf5bb0948b
webplayer fix, i think?
git-svn-id: https://garryshomepc/svn/494876-rust_src@941 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged quick fix to webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@942 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid some jitter fixes for terrain that involved baked constants for helk's new level.
git-svn-id: https://garryshomepc/svn/494876-rust_src@943 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moving different functions of inventory off to multiple files brings the line count to 1153 ( still with lots of comments )
git-svn-id: https://garryshomepc/svn/494876-rust_src@944 0116351e-01fd-46a3-8c09-64bf5bb0948b
Chunked Chat. Nested Types moved to their own files along with Client/Server sides
git-svn-id: https://garryshomepc/svn/494876-rust_src@945 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Undid an arrow change that would break the game
Added some collision models
git-svn-id: https://garryshomepc/svn/494876-rust_src@946 0116351e-01fd-46a3-8c09-64bf5bb0948b
First pass at parting out HumanController. Theres still 2 or more pieces of functionality to relocate ( inventory interaction, health/bleeding )
I nested InputSample which is specific to HumanController inside of it. Thats why you see all the modifications to datablocks and items. We should put in a input sample type relative to items probably.
I will go through and comment stuff better once its all parted
git-svn-id: https://garryshomepc/svn/494876-rust_src@947 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@948 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Music
Added rock models
-Detail shader included!
Updated terrain rock texture
Updated terrain with different trees
Added RockPlacement tool!
-Currently has no editor but iterates the map and checks splatmaps for a rock texture, when found generates a rock model based on slope/height etc
-Does its best not to overlap rocks
-Can merge rocks into 250x250m groups and save to disk
-obj support is wonky as it messes up pivots, so currently saves as a .asset
-They are currently set to the CULL500 Layer which uses layer culling and performs much better than LOD'ing
Fixed bug with non uniform tree scaling
Default blueprints added
Arrow Retrival (buggy, they fly up in random directions)
Poisoning in your metabolism ( you start throwing up and lose food as well as health )
Fixed bug with deployables decaying faster on metal structures
fixed 'number of bind poses' fps drop with zombies
Updated workbench model to a nicer one
Fixed hostile wildlife not performing an altitude check
Undid an arrow change that would break the game
git-svn-id: https://garryshomepc/svn/494876-rust_src@949 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fix for strike gun compile issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@950 0116351e-01fd-46a3-8c09-64bf5bb0948b
Renamed shells
Added HandCannon icon
Fixed HandCannon not showing ammo
Added Pipe Shotgun
git-svn-id: https://garryshomepc/svn/494876-rust_src@951 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing file
git-svn-id: https://garryshomepc/svn/494876-rust_src@952 0116351e-01fd-46a3-8c09-64bf5bb0948b
Renamed shells
Added HandCannon icon
Fixed HandCannon not showing ammo
Added Pipe Shotgun
Compile fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@953 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed build issue with steam client
took some simple steps to make building much faster temporarily. takes about 6-7 minutes for me currently. everything but webplayer no longer generates scene bundles and determining file size for non texture, audio, gameobject or scriptable object assets now uses the meta folder.
ignoring *.userprefs in the src folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@954 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added command line vars
-ip (to define server ip)
-queryport (to define steam query port (else uses random))
-steamport (to define steam port (else uses random))
Removed server output chit chat
Added extra delay to server close
Undid pattification of tool building bat
No longer building clusterserver.exe (not needed yet)
Unpattified ServerSaveManager
Added save history to server saves - to aid recovery of big mistakes
Added exception handling to LibRust query callback
When setting a console value - don't echo it back
git-svn-id: https://garryshomepc/svn/494876-rust_src@955 0116351e-01fd-46a3-8c09-64bf5bb0948b
Didn't commit properly !
git-svn-id: https://garryshomepc/svn/494876-rust_src@956 0116351e-01fd-46a3-8c09-64bf5bb0948b
More unneeded server output
git-svn-id: https://garryshomepc/svn/494876-rust_src@957 0116351e-01fd-46a3-8c09-64bf5bb0948b
no linux at the moment
git-svn-id: https://garryshomepc/svn/494876-rust_src@958 0116351e-01fd-46a3-8c09-64bf5bb0948b
Debug code for -ip
git-svn-id: https://garryshomepc/svn/494876-rust_src@959 0116351e-01fd-46a3-8c09-64bf5bb0948b
reverting changes that broke webplayer
git-svn-id: https://garryshomepc/svn/494876-rust_src@960 0116351e-01fd-46a3-8c09-64bf5bb0948b
Not interested in using custom level loading functions when the standard level loading functions work fine.
Show unresponsive servers in the server browser
git-svn-id: https://garryshomepc/svn/494876-rust_src@961 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed the two log issues with context
git-svn-id: https://garryshomepc/svn/494876-rust_src@962 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed unused projects
git-svn-id: https://garryshomepc/svn/494876-rust_src@963 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk merge
Fixed missing blueprints
Added Viewmodel for Pipe Shotgun (Whoops!)
Rebalanced crafting requirements for weapons
Changed how rocks are calculated (better placement)
Updated ground textures for terrain
Matched rock terrain texture to rock model texture
Updated grass to look much nicer and fade out much nicer
git-svn-id: https://garryshomepc/svn/494876-rust_src@964 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@965 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk MergeTrunk merge
Fixed missing blueprints
Added Viewmodel for Pipe Shotgun (Whoops!)
Rebalanced crafting requirements for weapons
Changed how rocks are calculated (better placement)
Updated ground textures for terrain
Matched rock terrain texture to rock model texture
Updated grass to look much nicer and fade out much nicer
git-svn-id: https://garryshomepc/svn/494876-rust_src@966 0116351e-01fd-46a3-8c09-64bf5bb0948b
Guessing that this is why servers can't start up.
git-svn-id: https://garryshomepc/svn/494876-rust_src@967 0116351e-01fd-46a3-8c09-64bf5bb0948b
built tree colliders for the new level.
git-svn-id: https://garryshomepc/svn/494876-rust_src@968 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading the waterpipe_shotgun_lod.max
git-svn-id: https://garryshomepc/svn/494876-rust_src@969 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed saves not saving unless a save had been saved
git-svn-id: https://garryshomepc/svn/494876-rust_src@970 0116351e-01fd-46a3-8c09-64bf5bb0948b
Incrementing version
git-svn-id: https://garryshomepc/svn/494876-rust_src@971 0116351e-01fd-46a3-8c09-64bf5bb0948b
defaulting sleepers log level to 5
git-svn-id: https://garryshomepc/svn/494876-rust_src@972 0116351e-01fd-46a3-8c09-64bf5bb0948b
more decoupling of human controller.
not yet done, but after testing it all this seems to be in order so far.
When we go to add new default blueprints or items we now do it in Rust/Player/Default Loadout.asset ( in inspector )
Got rid of GameVersion
We should be able to apply most of these things to zombies now too, and reduce the lines of code there.
I really think we should get rid of CraftableInvetory and put it in a seperate class having nothing to do with inventory, PlayerInventory is getting cluttered with features too
Want to move armor stuff out of inventory too, and move it over to EquipmentWearer.cs
Still need to go in and comment things ( and in some areas, understand what the point of some fields were / remove fields that have no point )
git-svn-id: https://garryshomepc/svn/494876-rust_src@973 0116351e-01fd-46a3-8c09-64bf5bb0948b
Default query port to port + 1
git-svn-id: https://garryshomepc/svn/494876-rust_src@974 0116351e-01fd-46a3-8c09-64bf5bb0948b
Really should not throw exceptions
git-svn-id: https://garryshomepc/svn/494876-rust_src@975 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't reload the UI every time, leave it open
git-svn-id: https://garryshomepc/svn/494876-rust_src@976 0116351e-01fd-46a3-8c09-64bf5bb0948b
SIMPLE loading screen (PLEASE KEEP IT THAT WAY)
git-svn-id: https://garryshomepc/svn/494876-rust_src@977 0116351e-01fd-46a3-8c09-64bf5bb0948b
quit means quit
git-svn-id: https://garryshomepc/svn/494876-rust_src@978 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed ancient gui code that was no longer in use. ( besides one utility function that was moved to the one place that used it )
removed Assets/NaturePrefabs folder as its no longer in use.
git-svn-id: https://garryshomepc/svn/494876-rust_src@979 0116351e-01fd-46a3-8c09-64bf5bb0948b
added Rust/Unhide Tree Stuff command at top of unity.
git-svn-id: https://garryshomepc/svn/494876-rust_src@980 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid
git-svn-id: https://garryshomepc/svn/494876-rust_src@981 0116351e-01fd-46a3-8c09-64bf5bb0948b
PAT: Please check this path code - I'm guessing
git-svn-id: https://garryshomepc/svn/494876-rust_src@982 0116351e-01fd-46a3-8c09-64bf5bb0948b
Builder fix from pat
git-svn-id: https://garryshomepc/svn/494876-rust_src@983 0116351e-01fd-46a3-8c09-64bf5bb0948b
about to get back on my branch instead of working in trunk.
moved meshbatch to dll awhile back, but not using it yet because i don't want to have to deal with security sand box issues that may pop up.
once we switch to standalone we'll have no issues with it, and it'll be much nicer to work with.
git-svn-id: https://garryshomepc/svn/494876-rust_src@984 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't forget to add the actual level :)
git-svn-id: https://garryshomepc/svn/494876-rust_src@985 0116351e-01fd-46a3-8c09-64bf5bb0948b
Doing partial commits up to merged trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@986 0116351e-01fd-46a3-8c09-64bf5bb0948b
Escape to menu logic was Backwards here
git-svn-id: https://garryshomepc/svn/494876-rust_src@987 0116351e-01fd-46a3-8c09-64bf5bb0948b
Doing partial commits up to merged trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@988 0116351e-01fd-46a3-8c09-64bf5bb0948b
Doing partial commits up to merged trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@989 0116351e-01fd-46a3-8c09-64bf5bb0948b
Doing partial commits up to merged trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@990 0116351e-01fd-46a3-8c09-64bf5bb0948b
Final commit to merge back to trunk ( tortoise was having mad issues )
git-svn-id: https://garryshomepc/svn/494876-rust_src@991 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated our dll's to use 4.2.2 assemblies.
git-svn-id: https://garryshomepc/svn/494876-rust_src@992 0116351e-01fd-46a3-8c09-64bf5bb0948b
upgraded to 4.2.2
git-svn-id: https://garryshomepc/svn/494876-rust_src@993 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged trunk again
git-svn-id: https://garryshomepc/svn/494876-rust_src@994 0116351e-01fd-46a3-8c09-64bf5bb0948b
upgraded to 4.2.2
unsure what unity did with terrain assets when updating, but hopefully fixes trees?
got my branch merged
libraries now reference the newest unity assemblies ( they're still backwards compatible as with every update of unity )
moved meshbatch to dll awhile back, but not using it yet because i don't want to have to deal with security sand box issues that may pop up.
once we switch to standalone we'll have no issues with it, and it'll be much nicer to work with.
git-svn-id: https://garryshomepc/svn/494876-rust_src@995 0116351e-01fd-46a3-8c09-64bf5bb0948b
Decoupled TreeUnpack from LevelLoading, Keeping It Simple (might not work)
git-svn-id: https://garryshomepc/svn/494876-rust_src@996 0116351e-01fd-46a3-8c09-64bf5bb0948b
set up shader settings ( GraphicalSettings.asset )
added some control over the hacks we do to get past (hopefully) old issues with unity.
git-svn-id: https://garryshomepc/svn/494876-rust_src@997 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged witht runk
git-svn-id: https://garryshomepc/svn/494876-rust_src@998 0116351e-01fd-46a3-8c09-64bf5bb0948b
set up shader settings ( GraphicalSettings.asset )
added some control over the hacks we do to get past (hopefully) old issues with unity.
git-svn-id: https://garryshomepc/svn/494876-rust_src@999 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1000 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deleted LevelLoading, SceneInfo, AdditiveSceneInfo
Level Loading is now all done in RustLevel (should be easier to read and debug)
Tree Collision loading isn't waited on yet (but should all get built eventually?)
Loading screen has a progress bar for level loads
GUI now closes properly on level load finished
git-svn-id: https://garryshomepc/svn/494876-rust_src@1001 0116351e-01fd-46a3-8c09-64bf5bb0948b
the fix didn't work, doing a sanity test by having client builds use scene bundles again.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1002 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed all the cheat reporting stuff - because we're going to be using VAC
git-svn-id: https://garryshomepc/svn/494876-rust_src@1003 0116351e-01fd-46a3-8c09-64bf5bb0948b
Renamed ClientEnable to HUDEnabled
git-svn-id: https://garryshomepc/svn/494876-rust_src@1004 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx building script
git-svn-id: https://garryshomepc/svn/494876-rust_src@1005 0116351e-01fd-46a3-8c09-64bf5bb0948b
create osx folder if not exist
git-svn-id: https://garryshomepc/svn/494876-rust_src@1006 0116351e-01fd-46a3-8c09-64bf5bb0948b
Silly mistake !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1007 0116351e-01fd-46a3-8c09-64bf5bb0948b
No anti-cheat init
git-svn-id: https://garryshomepc/svn/494876-rust_src@1008 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed main camera not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1009 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed camera. Problem was someone changed the skybox camera's clear flags to depth only.
SoldierCamera should never be enabled. The camera there has its settings copied off.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1010 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set up barrel aiming on torch, makes it not go through colliders.
Still goes through if sprinting, but i'm gonna add the option to apply barrel aiming while sprinting to fix that
git-svn-id: https://garryshomepc/svn/494876-rust_src@1011 0116351e-01fd-46a3-8c09-64bf5bb0948b
Spiky wood barricade as requested by Helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@1012 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam Auth/VAC functions
git-svn-id: https://garryshomepc/svn/494876-rust_src@1013 0116351e-01fd-46a3-8c09-64bf5bb0948b
Proper Steam Auth!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1014 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added RCON admin capabilities. When launching your server add -rcon.password password and to log in use the command rcon.login password
Fixed being able to melee people through walls when they were pressed up against them
Added Pipe Shotgun and HandCannon world models
Lowered pipe shotgun's ridiculous damage
Removed Actor.Cam from builds ( only works in editor now )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1015 0116351e-01fd-46a3-8c09-64bf5bb0948b
Art assets
git-svn-id: https://garryshomepc/svn/494876-rust_src@1016 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wow Derp, Forgot to commit after merged!
Added RCON admin capabilities. When launching your server add -rcon.password password and to log in use the command rcon.login password
Fixed being able to melee people through walls when they were pressed up against them
Added Pipe Shotgun and HandCannon world models
Lowered pipe shotgun's ridiculous damage
Removed Actor.Cam from builds ( only works in editor now )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1017 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reconfiguring tools, for easier cross platform compiling
git-svn-id: https://garryshomepc/svn/494876-rust_src@1018 0116351e-01fd-46a3-8c09-64bf5bb0948b
calling newly named file
git-svn-id: https://garryshomepc/svn/494876-rust_src@1019 0116351e-01fd-46a3-8c09-64bf5bb0948b
renaming, used on linux too
git-svn-id: https://garryshomepc/svn/494876-rust_src@1020 0116351e-01fd-46a3-8c09-64bf5bb0948b
windows protobuf library building
git-svn-id: https://garryshomepc/svn/494876-rust_src@1021 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generate proto source to a shared folder, to be copied over by platforms
git-svn-id: https://garryshomepc/svn/494876-rust_src@1022 0116351e-01fd-46a3-8c09-64bf5bb0948b
correct protobuf path for cpp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1023 0116351e-01fd-46a3-8c09-64bf5bb0948b
correct protobuf path for cpp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1024 0116351e-01fd-46a3-8c09-64bf5bb0948b
making build_posix32.sh executable
git-svn-id: https://garryshomepc/svn/494876-rust_src@1025 0116351e-01fd-46a3-8c09-64bf5bb0948b
EOl to posix style
git-svn-id: https://garryshomepc/svn/494876-rust_src@1026 0116351e-01fd-46a3-8c09-64bf5bb0948b
no windows.h in posix !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1027 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1028 0116351e-01fd-46a3-8c09-64bf5bb0948b
posix fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1029 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1030 0116351e-01fd-46a3-8c09-64bf5bb0948b
This might fix posix, or it might break everything
git-svn-id: https://garryshomepc/svn/494876-rust_src@1031 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1032 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fuck macros. Here's a real fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1033 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1034 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1035 0116351e-01fd-46a3-8c09-64bf5bb0948b
posix, dumb macro fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1036 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1037 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1038 0116351e-01fd-46a3-8c09-64bf5bb0948b
Posix namespace fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1039 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1040 0116351e-01fd-46a3-8c09-64bf5bb0948b
posix path fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1041 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1042 0116351e-01fd-46a3-8c09-64bf5bb0948b
steam api linux
git-svn-id: https://garryshomepc/svn/494876-rust_src@1043 0116351e-01fd-46a3-8c09-64bf5bb0948b
linux/osx steam redist paths
git-svn-id: https://garryshomepc/svn/494876-rust_src@1044 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1045 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1046 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Build fail fix regarding actor.cam
git-svn-id: https://garryshomepc/svn/494876-rust_src@1047 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1048 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed compile issue
Changed physics timing back to normal
git-svn-id: https://garryshomepc/svn/494876-rust_src@1049 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for bundle paths with rust on non windows
git-svn-id: https://garryshomepc/svn/494876-rust_src@1050 0116351e-01fd-46a3-8c09-64bf5bb0948b
build protobuf
git-svn-id: https://garryshomepc/svn/494876-rust_src@1051 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1052 0116351e-01fd-46a3-8c09-64bf5bb0948b
executable
git-svn-id: https://garryshomepc/svn/494876-rust_src@1053 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1054 0116351e-01fd-46a3-8c09-64bf5bb0948b
update for tools building
git-svn-id: https://garryshomepc/svn/494876-rust_src@1055 0116351e-01fd-46a3-8c09-64bf5bb0948b
[options] invert y seems to always be checked
fixed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1056 0116351e-01fd-46a3-8c09-64bf5bb0948b
don't try to build protolib, we will have it built and ready on the build servers
git-svn-id: https://garryshomepc/svn/494876-rust_src@1057 0116351e-01fd-46a3-8c09-64bf5bb0948b
The missing protobuffer stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@1058 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1059 0116351e-01fd-46a3-8c09-64bf5bb0948b
Stupid echo
git-svn-id: https://garryshomepc/svn/494876-rust_src@1060 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1061 0116351e-01fd-46a3-8c09-64bf5bb0948b
linux
git-svn-id: https://garryshomepc/svn/494876-rust_src@1062 0116351e-01fd-46a3-8c09-64bf5bb0948b
posix fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1063 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1064 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1065 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1066 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1067 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1068 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1069 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1070 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rename the dlls when copying over
git-svn-id: https://garryshomepc/svn/494876-rust_src@1071 0116351e-01fd-46a3-8c09-64bf5bb0948b
This should never get committed(!!) Run build_tools to copy it over.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1072 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed build_tools
git-svn-id: https://garryshomepc/svn/494876-rust_src@1073 0116351e-01fd-46a3-8c09-64bf5bb0948b
OSX build fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1074 0116351e-01fd-46a3-8c09-64bf5bb0948b
Serialization BULLSHIT
git-svn-id: https://garryshomepc/svn/494876-rust_src@1075 0116351e-01fd-46a3-8c09-64bf5bb0948b
No need for uLink exe any more
Ignoring librust files so people don't commit them
git-svn-id: https://garryshomepc/svn/494876-rust_src@1076 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added exceptions, to try to catch fuckups
git-svn-id: https://garryshomepc/svn/494876-rust_src@1077 0116351e-01fd-46a3-8c09-64bf5bb0948b
Clearing out some webplayer stuff
Refactored server stuff around, so it's all more or less in one place (map name, hostname etc)
Fixed server browser not showing ping/players and not scrolling proper
git-svn-id: https://garryshomepc/svn/494876-rust_src@1078 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1079 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1080 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1081 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixes for that last commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1082 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server respond properly to blatantly invalid tickets
Pause for tree unpacking
Connect to Steam if connecting via game without ClientInit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1083 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1084 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1085 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1086 0116351e-01fd-46a3-8c09-64bf5bb0948b
Properly hide the connection screen if connection failed
Properly destroy connection object if connection failed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1087 0116351e-01fd-46a3-8c09-64bf5bb0948b
Build a universal binary on osx !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1088 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1089 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1090 0116351e-01fd-46a3-8c09-64bf5bb0948b
Not convinced we need to specify anything here !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1091 0116351e-01fd-46a3-8c09-64bf5bb0948b
osx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1092 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1093 0116351e-01fd-46a3-8c09-64bf5bb0948b
I hate cross platform compiling
git-svn-id: https://garryshomepc/svn/494876-rust_src@1094 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1095 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed hostname not working
Fixed server connect errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@1096 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1097 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1098 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1099 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing Semicolon
git-svn-id: https://garryshomepc/svn/494876-rust_src@1100 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added Fall Damage (w/ control convars)
Fixed stacking crates on your own head (or anyone elses for that matter)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1101 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Fall Damage (w/ control convars)
Fixed stacking crates on your own head (or anyone elses for that matter)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1102 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1103 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1104 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1105 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with 'Injured' Plaque staying after death
Added some extra convars, and some help to falldamage
Added impact headbob
Adjusted how you receive bleeding and injuries
git-svn-id: https://garryshomepc/svn/494876-rust_src@1106 0116351e-01fd-46a3-8c09-64bf5bb0948b
Get this off svn!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1107 0116351e-01fd-46a3-8c09-64bf5bb0948b
From trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@1108 0116351e-01fd-46a3-8c09-64bf5bb0948b
Branding overlay - shows build date/time (AlWAYS ON RIGHT NOW)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1109 0116351e-01fd-46a3-8c09-64bf5bb0948b
Avatars are now saved and loaded in c# - and INSTANTLY instead of waiting for callback.
This should result in much safer, cleaner, smaller, obvious coder
git-svn-id: https://garryshomepc/svn/494876-rust_src@1110 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1111 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1112 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1113 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for version string not updating
git-svn-id: https://garryshomepc/svn/494876-rust_src@1114 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1115 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1116 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1117 0116351e-01fd-46a3-8c09-64bf5bb0948b
copy libraries to the right folders for osx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1118 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix again
git-svn-id: https://garryshomepc/svn/494876-rust_src@1119 0116351e-01fd-46a3-8c09-64bf5bb0948b
Try to build the linux client properly
git-svn-id: https://garryshomepc/svn/494876-rust_src@1120 0116351e-01fd-46a3-8c09-64bf5bb0948b
Refactored a bit to hopefully fix the dupe bug
git-svn-id: https://garryshomepc/svn/494876-rust_src@1121 0116351e-01fd-46a3-8c09-64bf5bb0948b
CameraLayerDepths now runs the same at runtime as it does in editor.
We should be able to determine if it not running the same way is whats causing the difference.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1122 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with 'Injured' Plaque staying after death
Added some extra convars, and some help to falldamage
Added impact headbob
Adjusted how you receive bleeding and injuries
Fixed missing detail on rocks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1123 0116351e-01fd-46a3-8c09-64bf5bb0948b
VAC warning on loading screen
git-svn-id: https://garryshomepc/svn/494876-rust_src@1124 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1125 0116351e-01fd-46a3-8c09-64bf5bb0948b
Terrible options screen is slightly less terrible. But is still terrible.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1126 0116351e-01fd-46a3-8c09-64bf5bb0948b
Menu screen fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1127 0116351e-01fd-46a3-8c09-64bf5bb0948b
Also.. linux client !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1128 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disconnect button
git-svn-id: https://garryshomepc/svn/494876-rust_src@1129 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed console command find not finding everything it should
Changed menu options colours
Can do find * to find all
git-svn-id: https://garryshomepc/svn/494876-rust_src@1130 0116351e-01fd-46a3-8c09-64bf5bb0948b
added gui.hide/show (for screenshots/movies)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1131 0116351e-01fd-46a3-8c09-64bf5bb0948b
af and aa now default to off
config is stored in cfg/config.cfg on disk (so we can use steamcloud on it)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1132 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweak default config
git-svn-id: https://garryshomepc/svn/494876-rust_src@1133 0116351e-01fd-46a3-8c09-64bf5bb0948b
Turning off DX11, to see if the world explodes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1134 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bundle-less branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@1135 0116351e-01fd-46a3-8c09-64bf5bb0948b
Utility library for command line and quoted string splitting
git-svn-id: https://garryshomepc/svn/494876-rust_src@1136 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cutting the crap. RustLib only really used for Steam things + window changing things now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1137 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1138 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1139 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1140 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1141 0116351e-01fd-46a3-8c09-64bf5bb0948b
make folders
git-svn-id: https://garryshomepc/svn/494876-rust_src@1142 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed player data folder not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1143 0116351e-01fd-46a3-8c09-64bf5bb0948b
Commit every day, not every two days.
Trunk Merge
Changed deploy sounds to rustle instead of metal clanking
Shelters should count towards decay protection
Handcannon doesnt require a workbench any longer to craft
Deployables now perform a serverside check - This should remove the ability to place double doors
Added Grass Displacement!
Needs a bit of work, but it works!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1144 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added truth detector class. Verifies clientside movements. This is a test.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1145 0116351e-01fd-46a3-8c09-64bf5bb0948b
Code cleanup
git-svn-id: https://garryshomepc/svn/494876-rust_src@1146 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added ban, banid, kick, unbanall commands
Fixed config.cfg loading not loading properly
added BanList system (saves in cfg/bans.cfg)
Renamed GetPlayerClientsWithString to GetPlayerClients
Removed 'default string' from GetPlayerClients functions
NetUser.Find returns a netuser instead of a bool
if penetration detected in TruthDetector, now teleports to last safe spot instead of kicking
Tweaked violation setting defaults
git-svn-id: https://garryshomepc/svn/494876-rust_src@1147 0116351e-01fd-46a3-8c09-64bf5bb0948b
Value tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1148 0116351e-01fd-46a3-8c09-64bf5bb0948b
Player Movement Layer
git-svn-id: https://garryshomepc/svn/494876-rust_src@1149 0116351e-01fd-46a3-8c09-64bf5bb0948b
Raycast instead, same diff but faster
git-svn-id: https://garryshomepc/svn/494876-rust_src@1150 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let truth detector kick players properly
git-svn-id: https://garryshomepc/svn/494876-rust_src@1151 0116351e-01fd-46a3-8c09-64bf5bb0948b
Keep the prevSnap on the outside of stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@1152 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tes your code before you commit, priiick!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1153 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the Mac(OpenGL) grass bug.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1154 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some quick function buttons to the console
Added fontawesome - can use these icons in dfRichText controls if you set the font http://fontawesome.io/cheatsheet/
Removed ui console commands (I accidentally recreated them with the gui library)
Added console commands to hide the branding
Added console command to prevent chat from showing (for movies)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1155 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1156 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made the env convars less fucked
git-svn-id: https://garryshomepc/svn/494876-rust_src@1157 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
9mm Pistol does more damage, less recoil
Pipe shotgun reduced range
Bleeding clots eventually
Bleeding does more damage (slightly)
Silencer was buffed (less range reduction less damage reduction, no tracers )
Sleeping bags take 15 cloth instead of 20
Structures decay twice as slow
fall damage isn't as brutal
Server now checks structure placement in addition to deployables
injury plaque won't show up after death anymore
A bunch of forgotten files from my last commit, whoops
git-svn-id: https://garryshomepc/svn/494876-rust_src@1158 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed deploy sounds to rustle instead of metal clanking
Shelters should count towards decay protection
Handcannon doesnt require a workbench any longer to craft
Deployables now perform a serverside check - This should remove the ability to place double doors
Added Grass Displacement!
Needs a bit of work, but it works!
This is defaulted to off and can be turned on with grass.displacement true
9mm Pistol does more damage, less recoil
Pipe shotgun reduced range
Bleeding clots eventually
Bleeding does more damage (slightly)
Silencer was buffed (less range reduction less damage reduction, no tracers )
Sleeping bags take 15 cloth instead of 20
Structures decay twice as slow
fall damage isn't as brutal
Server now checks structure placement in addition to deployables
injury plaque won't show up after death anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@1159 0116351e-01fd-46a3-8c09-64bf5bb0948b
Better server browser WIP
git-svn-id: https://garryshomepc/svn/494876-rust_src@1160 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1161 0116351e-01fd-46a3-8c09-64bf5bb0948b
Serverlist sorting
git-svn-id: https://garryshomepc/svn/494876-rust_src@1162 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1163 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1164 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1165 0116351e-01fd-46a3-8c09-64bf5bb0948b
Upgraded to unity 4.3 SO U BETTA WATCH OUT
git-svn-id: https://garryshomepc/svn/494876-rust_src@1166 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bug fix for crash.
//Bug Fix
//For some reason in Unity 4.3 there is no Terrain Data
//For 20 or so frames so just bail out here if there is none.
//-Bill
git-svn-id: https://garryshomepc/svn/494876-rust_src@1167 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fixed Graphics.Blit major error in standalone, Whoops!
Fixed errors in MenuBackground scene and updated particle effects to the newest versions
git-svn-id: https://garryshomepc/svn/494876-rust_src@1168 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed Graphics.Blit major error in standalone, Whoops!
Fixed errors in MenuBackground scene and updated particle effects to the newest versions
Pillars take half as many resources to construct
Modified grenade size to have better physics
git-svn-id: https://garryshomepc/svn/494876-rust_src@1169 0116351e-01fd-46a3-8c09-64bf5bb0948b
default displacement to off
git-svn-id: https://garryshomepc/svn/494876-rust_src@1170 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for the "Not completely switching Unity grass off" bug mentioned by Helk.
For some reason it was setting Terrain.activeTerrain.detailObjectDistance to 0.6 instead of 0.0
git-svn-id: https://garryshomepc/svn/494876-rust_src@1171 0116351e-01fd-46a3-8c09-64bf5bb0948b
Serverlist higher
git-svn-id: https://garryshomepc/svn/494876-rust_src@1172 0116351e-01fd-46a3-8c09-64bf5bb0948b
Antifreeze - closes the server if inactive for 180 seconds
git-svn-id: https://garryshomepc/svn/494876-rust_src@1173 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1174 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1175 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1176 0116351e-01fd-46a3-8c09-64bf5bb0948b
Servers get tagged as modded if certain convars deviate
git-svn-id: https://garryshomepc/svn/494876-rust_src@1177 0116351e-01fd-46a3-8c09-64bf5bb0948b
+ falldamage
git-svn-id: https://garryshomepc/svn/494876-rust_src@1178 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1179 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1180 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1181 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Grenades should be less slippery
Fixed a very rare NRE from supply planes
Rebaked navmesh!!
-Zombies will traverse rocks
-Zombies shouldn't float any more
git-svn-id: https://garryshomepc/svn/494876-rust_src@1182 0116351e-01fd-46a3-8c09-64bf5bb0948b
modded, history, friends tabs all work on server browser
favourites disabled
server version
git-svn-id: https://garryshomepc/svn/494876-rust_src@1183 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated protocol version
git-svn-id: https://garryshomepc/svn/494876-rust_src@1184 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1185 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1186 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1187 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1188 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1189 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1190 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1191 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1192 0116351e-01fd-46a3-8c09-64bf5bb0948b
Grenades should be less slippery
Fixed a very rare NRE from supply planes
Rebaked navmesh!!
-Zombies will traverse rocks
-Zombies shouldn't float any more
git-svn-id: https://garryshomepc/svn/494876-rust_src@1193 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Disabled pathslop rendering on terrain (whoops!)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1194 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing pathslop files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1195 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Missing pathslop files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1196 0116351e-01fd-46a3-8c09-64bf5bb0948b
lots of fixes
- torch no longer clips
- wrapping character controller (CCDesc)
-- the wrapper ensures full knowledge of the character controllers parameters ( which unity does not expose normally )
- new movement tester (CCTotemPole)
-- uses multiple character controllers that stack upon each other
-- each totemic figure ( character controller stacked on each other ) can contract and expand but always keeps overlap of the height - diameter.
-- the bottom most figure is moved first with the input motion vector, then head down where the the weakest link in movement ( least movement made between these ) is the most valued in overall. when full movement cannot be made for every figure things are moved back into position. this buffering solves passing through objects very well.
-- ensures that the capsule is always pressing upwards and prevents any movement from jumping this way ( solves, crouch ceiling exploit )
-- finally, there is a figure that encapsulates all of the other and sized. Because its sized after the fact, its does not noticeably clip through things.
-- in the case that the outer encapsulating cc cannot move the full distance, all other figures are moved to match it. ( all references to move here are sweeping physics wise )
-- smudging of the transforms position is controlled, where smudging is moving the transform without sweep testing. such as undoing downward movement from the first time you've left a cliff. When there is any possibility of a collision happening, smudging is avoided.
-- when the totem pole needs to be teleported, instead of smudging great distances, the entire system is instead, deleted entirely and recreated at the new point.
- screen / lock cursor manager updated.
-- removed convars for resolution. standalone already tracks these values.
-- all resolutions that dont display [windowed] on them switch to full screen.
-- there is always one windowed resolution available at options, when in full screen it matches the current resolution.
-- lock cursor manager no longer handles resolution changing at all, as well as the webplayer specific handling of switching resolution.
-- windows 8.1 still has the full screen issues unfortunately
- crouchable / human controller
-- removed UpdateCrouch from human controller
-- crouching was completely reworked, CCMotor now drives height changes to the CCTotem by a speed/rate
-- CCmotor keeps track of uncrouching being blocked.
-- Crouchable.LocalPlayerUpdateCrouchState was added and largely handles what UpdateCrouch did before, though more simplified.
- removed all of CCMotor's dual ensurance checks as they are now obsolete to CCTotemPole ( the scripts for dual ensurance still need to go )
- Added some test scripts and a test scene to play offline in editor only. Drastically simplifies trying to tune movement settings. Just drop OfflineMode.prefab into any scene and press play.
- build changes
-- builds now generate one scene bundle for all available scenes. This fixes the errors for server start up, and reduce bundle count for clients. strangely, causes unity to not run out of memory as frequently as well.
-- PAT_NEEDS_MORE_MEMORY is default ( unloads assets after they are poled )
-- loads less assets now and garbage collects manually more frequently to avoid running out of memory.
-- files that do not get regenerated are deleted.
- todo
-- remove some more scripts
-- comment stuff up more
-- figure out if crouch jumping is broken or if its working like it always has
-- smooth out some jitter
This is the majority of the fixes i have for the bugs with movement, The other fixes involve improving mesh colliders but the fix with CCTotemPole which came after the MC fixes seems to work so good it might not be necessary so I'm not gonna bother.
Going to finally move back to my branch after this or whatever quick fixes are needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1197 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixing a editor only pathing issue with boar trait map.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1198 0116351e-01fd-46a3-8c09-64bf5bb0948b
Dual ensurance is no longer in use -- deleted.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1199 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed all warnings and usage of NetCull.isServer and NetCull.isClient
double checked the unified diff to be safe.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1200 0116351e-01fd-46a3-8c09-64bf5bb0948b
-SlowSpawn.cs
--For spawning rocks procedurally at runtime
--Fixes the common running out of memory issue at level load ( caused by the larger navmesh )
--Causes there to be no rocks in the scene, but you can put them back in the scene via generating them in edit mode.
--Spawns as many things as possible using 400ms per frame.
--Doesn't reference prefabs or anything like that that would cause premature physics loading, just the unique meshes.
--Needs to be documented, written quickly.
--Since they instantiate at runtime, they are not static batched. We can technically have just the mesh renderers in the scene marked as static batched and instantiate only colliders in the future however.
--Didn't bother having the load screen wait on it, but static bool SlowSpawn.Working will be true when it is
-Changes to FPGrass
--Was not able to fix DX9 issues ( I do have a Geforce GTX 660 Ti GPU affected by the flickering grass )
--I put rendering of the index texture back to only updating when moved to grid. Displacement still blits every frame if its enabled, but does not require recalculation of the index texture ( red channel )
--Its only certain positions on the grid where the issue comes up
--This image shows 3 versions of the index texture http://puu.sh/5iQCH.png the left and the right are what it looks like when its flickering out ( well above the indexes/completely red )
--It seems like its a unwanted optimization by Nvidia's CG compiler causing the flickering, but its hard to really tell.
--There is no flickering when you manually set the index to a number, but then all grass looks the same.
--I'm pretty sure at this point, the issue is unrelated to helk's displacement changes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1201 0116351e-01fd-46a3-8c09-64bf5bb0948b
Turn freezemonitor on/off
git-svn-id: https://garryshomepc/svn/494876-rust_src@1202 0116351e-01fd-46a3-8c09-64bf5bb0948b
Turn the freeze monitor off when loading the level
git-svn-id: https://garryshomepc/svn/494876-rust_src@1203 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1204 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1205 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1206 0116351e-01fd-46a3-8c09-64bf5bb0948b
This isn't doing anything, but I still hate it
git-svn-id: https://garryshomepc/svn/494876-rust_src@1207 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fucked it
git-svn-id: https://garryshomepc/svn/494876-rust_src@1208 0116351e-01fd-46a3-8c09-64bf5bb0948b
-Grass changes
--The changes to FPGrassPack this time are intentional!
--Fixed flickering issue on forced DX9 for DX11 nvidia chipsets
--Part of the fix requires that the detail probability texture is NOT point filtered
--The other part is the low precision floating point logic on DX9
--RenderSplatProbability no longer calculates pixel offsets via input constant registers/properties
--FPGrassProbabilityGenerator calculates the little work done in the vertex shader prior, using TEXCOORD1 as input for the noise passing that via GL.MultiTexcoord2
--Theres now only one float4 register in use on RenderSplatProbability, which is for the modulus operation (is that required?)
--Need to confirm that it matches up to the original properly, but it looks good enough for the dev branch and should be good to confirm it works for everyone else in the mean time.
-Rocks
--Rocks again use static batching ( rendering )
--Only mesh colliders are spawned in at load now.
--Now have the choice to spawn in graphics or physics only.
--Since the colliders are on a seperate layer, they now use the 'Static' layer which resulted in ~140 less persistant collisions. Starts up faster now, and use a bit less memory.
--May want to see if static batching is really worth it or not for the rocks.. Theres less draw calls, but the meshes it outputs are maxed... Again though i'm not sure if that has performance penalties or not.
-Loading
--Rock and tree loading are now bunched together as a single process
--ThrottledTask is now the base class of SlowSpawn (for rocks) and TreeUnpack (for trees) and they both operate together shooting for 400ms update intervals [together]
--Added Facepunch.Progress namespace for a pretty simple but guided approach for progress related things.
--Can now call network.connect inside of ClientInit before GameUI has loaded, makes sure to display loading screen when it is eventually created.
--When connect happens before GameUI is loaded, it skips loading the MenuBackground scene as if the connection fails or when the user disconnects, it'll load it then. ( for editor connecting, but could be applied equally to handing a launch command ( -connect ) ect. )
-Editor connecting
--Removed the session key field and other session key related stuff
--Added the menu item Editor/Start Client to have unity play at client init from any scene ( without actually starting a connection )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1209 0116351e-01fd-46a3-8c09-64bf5bb0948b
derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1210 0116351e-01fd-46a3-8c09-64bf5bb0948b
Scrollbar fix!?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1211 0116351e-01fd-46a3-8c09-64bf5bb0948b
When kicking users.. timeout after 3 seconds.
Don't send a kick notification if we're kicking them because they're joining. I'm guessing this was keeping the player around for a while afterwards - which is the last thing we want to happen.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1212 0116351e-01fd-46a3-8c09-64bf5bb0948b
I am sure there was an excellent reason to complicate this - but I cannot work it out (presumably pat is allergic to FindObjectOfType)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1213 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up server list
git-svn-id: https://garryshomepc/svn/494876-rust_src@1214 0116351e-01fd-46a3-8c09-64bf5bb0948b
Occasional compile issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@1215 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverting - this is back to unity 4.2 - so don't commit this file using 4.3!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1216 0116351e-01fd-46a3-8c09-64bf5bb0948b
Compile error in 4.2
git-svn-id: https://garryshomepc/svn/494876-rust_src@1217 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1218 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1219 0116351e-01fd-46a3-8c09-64bf5bb0948b
Store bundles in a common depot
git-svn-id: https://garryshomepc/svn/494876-rust_src@1220 0116351e-01fd-46a3-8c09-64bf5bb0948b
relocate osx rust.app to root (bundles folder lines up)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1221 0116351e-01fd-46a3-8c09-64bf5bb0948b
Build win64 client to a different name
git-svn-id: https://garryshomepc/svn/494876-rust_src@1222 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fixed floating zombies
Fixed floating animals
Fixed 'look rotation viewing vector is zero' bug
removed static batching
added missing normal map for some buildings
lowered wind volume on main menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@1223 0116351e-01fd-46a3-8c09-64bf5bb0948b
Replaced chat system with simpler system
New system is unicode compatible
the chat system shouldn't not be used for notifications, warnings, death notices etc (I will add something for all of these before next update)
This chat system is incompatible with current servers.. so we'll need to change the server version for people to join in/test
git-svn-id: https://garryshomepc/svn/494876-rust_src@1224 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed floating zombies
Fixed floating animals
Fixed 'look rotation viewing vector is zero' bug
removed static batching for rocks
added missing normal map for some buildings
lowered wind volume on main menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@1225 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted LOD settings for structure components. they all go to LOD1 when their visibility <~ 10% ( 10 percent of vertical screen space )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1226 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added console var meshbatch.dyndist set it to how far away the origin of something has to be from the camera
The distance for meshbatch dynamic instances has been moved from 20 meters away to ~78.3
Mesh batch no longer has lots of upper case types and fields
git-svn-id: https://garryshomepc/svn/494876-rust_src@1227 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed local radiation effects. Geiger now plays
Had to enable detectCollisions for OnTrigger to work. Noting that now in case there are any pass through cases from it. ( probably won't be )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1228 0116351e-01fd-46a3-8c09-64bf5bb0948b
Helk's commit reverted my chat changes - so here they are again
git-svn-id: https://garryshomepc/svn/494876-rust_src@1229 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed a couple of chat bugs. Looks less shit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1230 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated DFGUI
Renamed Profiler to RustProfiler (name clash)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1231 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let server run console commands on clients (broadcast and single)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1232 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console args handle backslashed quotes properly
Deleted StringHelpers - because the function was replaced in FPUtil-String.cs
Fixed consolenetworker not running console commands(!)
Removed reference to non existing chatwindow from RPOS
git-svn-id: https://garryshomepc/svn/494876-rust_src@1233 0116351e-01fd-46a3-8c09-64bf5bb0948b
Chat networking no longer used/needed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1234 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed chat plugin events
git-svn-id: https://garryshomepc/svn/494876-rust_src@1235 0116351e-01fd-46a3-8c09-64bf5bb0948b
HUD level is no more. Folded into GAMEUI.
Added notices class. Not complete, does nothing. Don't touch!
Chat networking fully uses console commands
git-svn-id: https://garryshomepc/svn/494876-rust_src@1236 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed menu screen not being interactive.. doh !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1237 0116351e-01fd-46a3-8c09-64bf5bb0948b
These keep appearing every time I compile. So I am committing them.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1238 0116351e-01fd-46a3-8c09-64bf5bb0948b
bug fix: Rock Placement should use position as seed so it's the same each time
git-svn-id: https://garryshomepc/svn/494876-rust_src@1239 0116351e-01fd-46a3-8c09-64bf5bb0948b
bugfix: new id did not have a TransCarrier component
Verified, that the trans carrier log can go away. Its not logging every object, just those that didnt have a transcarrier assigned to them in the first place.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1240 0116351e-01fd-46a3-8c09-64bf5bb0948b
bugfix: Pulling out building parts can freeze your screen until you holster them or restart the game
The root cause of this issue still has to be determined ( we need logs ) but the screen will not lock up anymore.
It also prints to chat the first time it happens saying to forward the log off to the forums.
Also i can't confirm the fix because i havn't been able to reproduce it. But similar issues in the past have happened in the functions i've safe guarded.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1241 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Added grass displacement to foundations (grass wont clip through your base anymore)
Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects
Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be
This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop
git-svn-id: https://garryshomepc/svn/494876-rust_src@1242 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1243 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with chat.print that shouldn't be there?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1244 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added grass displacement to foundations (grass wont clip through your base anymore)
Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects
Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be
This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop
git-svn-id: https://garryshomepc/svn/494876-rust_src@1245 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing files
Fix for teleporting through objects
git-svn-id: https://garryshomepc/svn/494876-rust_src@1246 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed wall penetration exploit/bug
git-svn-id: https://garryshomepc/svn/494876-rust_src@1247 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wildlife creatures wont poke through walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1248 0116351e-01fd-46a3-8c09-64bf5bb0948b
bug fix: There is a black line between the world and the sky
No more black line.
the reflection is a bit off but completely unnoticable without clouds.
no clouds:
http://puu.sh/5oJg8.jpg
clouds at medium height:
http://puu.sh/5oJtA.jpg
clouds at extreme height:
http://puu.sh/5oJvx.jpg
its yet another far plane issue, the reflections are actually proper, but the end of the water gets clipped the higher ( further ) away you are from it.
I know what to do to fix that but for now, No black line.
Theres kinda a darkening around the rim of the horizon, but thats actually fog. ( if your looking at the puushes, its jpg compression )
The water level and the water meshes radius is hard coded atm too. But will be easy to structure when its needed.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1249 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed GameUI ordering
git-svn-id: https://garryshomepc/svn/494876-rust_src@1250 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted Helk's last commit (because it reverted mine)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1251 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1252 0116351e-01fd-46a3-8c09-64bf5bb0948b
Options are a bit less shit.
Removed options for AA/AF (because neither do what you'd imagine right now)
Resolution options removed - we'll use startup dialog until we decide whether we REALLY need to change the resolution in game.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1253 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed options layout fucking up on smaller resolutions
git-svn-id: https://garryshomepc/svn/494876-rust_src@1254 0116351e-01fd-46a3-8c09-64bf5bb0948b
Turing displacement on by default
git-svn-id: https://garryshomepc/svn/494876-rust_src@1255 0116351e-01fd-46a3-8c09-64bf5bb0948b
Splash Screen Dialog
git-svn-id: https://garryshomepc/svn/494876-rust_src@1256 0116351e-01fd-46a3-8c09-64bf5bb0948b
New notice system now receives notices !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1257 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fucking plugins divide, fuck the fuck off.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1258 0116351e-01fd-46a3-8c09-64bf5bb0948b
This doesn't need a target player :(
git-svn-id: https://garryshomepc/svn/494876-rust_src@1259 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed enter not submitting chat
git-svn-id: https://garryshomepc/svn/494876-rust_src@1260 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cutting Webplayer bullshit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1261 0116351e-01fd-46a3-8c09-64bf5bb0948b
Uploading the new Cargo plane with all needed files.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1262 0116351e-01fd-46a3-8c09-64bf5bb0948b
Inventory popups
git-svn-id: https://garryshomepc/svn/494876-rust_src@1263 0116351e-01fd-46a3-8c09-64bf5bb0948b
Version roll
git-svn-id: https://garryshomepc/svn/494876-rust_src@1264 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1265 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1266 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1267 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1268 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1269 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Replaced C130
Fixed rigid objects not colliding with rocks
Added physics material for supply crate - comes to rest easier
Adjusted specular on metal
git-svn-id: https://garryshomepc/svn/494876-rust_src@1270 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cargo plane
Sleeping bag 'wait' text fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1271 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixing trunk fuckups
git-svn-id: https://garryshomepc/svn/494876-rust_src@1272 0116351e-01fd-46a3-8c09-64bf5bb0948b
Replaced C130
Fixed rigid objects not colliding with rocks
Added physics material for supply crate - comes to rest easier
Adjusted specular on metal
Added grass displacement to foundations (grass wont clip through your base anymore)
Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects
Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be
This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop
Removed CCMotor.SmudgeTo() call which was letting people get through walls
Fixed bug with supply drops dropping Metal Blueprints instead of Metal
Fixed supply drop dropping too many of certain items
Fixed wildlife poking through walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1273 0116351e-01fd-46a3-8c09-64bf5bb0948b
bug fix: Distant trees stay the same colour as the day changes if you don't move the mouse.
When the camera hasn't moved or rotated for 3.2 seconds the terrain component is semi-flushed, Causing the 2D trees to re-render. Its a bit spendy ( >150 ms for me ) but tried the two other public alternative to triggering tree's to re render.
TerrainData.RefreshPrototypes() caused about 280ms of total frame delay about 6ms of script execution time and ~275 during culling
Terrain.Flush() caused about 250ms of total frame delay ( 3ms script, ~245ms culling )
Terrain.OnTerrainChanged( TerrainChanges.TreeInstances ) caused about 150ms total frame delay ( 0ms script, ~150ms culling )
The down side to using OnTerrainChanged is, Its private and TerrainChanges enum is internal. So as to not make UI have annoying lag spikes of > quarter of a second i'm calling into that via reflection. Its still a sizeable spike at 150ms, but definitely better than the alternative which recalculates details, splats, and all sorts of other stuff that does not have issues.
To be safe, the whole process of acquiring the private/internal stuff is safe guarded. If for whatever reason, they can't be reached it will fallback on the next best alternative ( Terrain.Flush() ). Technically, we could invoke OnTerrainChanged via send message, but it'd still require casting into the internal enum for the argument, and we'd really only want to do something like that if we were dealing with security sandbox, which we aren't.
The interval is configurable via terrain.idleinterval, setting it to zero turns off this functionality, anything above zero is the interval of idle camera required before terrain is flushed.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1274 0116351e-01fd-46a3-8c09-64bf5bb0948b
server derp fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1275 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed chat double enter
Fixed empty chat
git-svn-id: https://garryshomepc/svn/494876-rust_src@1276 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed quality settings so af is never FORCED on
git-svn-id: https://garryshomepc/svn/494876-rust_src@1277 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed no camera in CLientinit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1278 0116351e-01fd-46a3-8c09-64bf5bb0948b
Function to notify when a user leaves the server
git-svn-id: https://garryshomepc/svn/494876-rust_src@1279 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tell steam when a server leaves. This (should) fix player count issues.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1280 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1281 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1282 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1283 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot a file
git-svn-id: https://garryshomepc/svn/494876-rust_src@1284 0116351e-01fd-46a3-8c09-64bf5bb0948b
bugfix: amazon hosting clock drift
git-svn-id: https://garryshomepc/svn/494876-rust_src@1285 0116351e-01fd-46a3-8c09-64bf5bb0948b
reimported files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1286 0116351e-01fd-46a3-8c09-64bf5bb0948b
added some whitespace to the import configs. this should fix potential bad imports from downgrading on jenkins
git-svn-id: https://garryshomepc/svn/494876-rust_src@1287 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed chat disabling
git-svn-id: https://garryshomepc/svn/494876-rust_src@1288 0116351e-01fd-46a3-8c09-64bf5bb0948b
Chat fix, proper
git-svn-id: https://garryshomepc/svn/494876-rust_src@1289 0116351e-01fd-46a3-8c09-64bf5bb0948b
moved out some types to Facepunch.Utility.dll for use inside of other dlls ( that are coming next ).
git-svn-id: https://garryshomepc/svn/494876-rust_src@1290 0116351e-01fd-46a3-8c09-64bf5bb0948b
ignoring .suo files in the libraries folder from svn
git-svn-id: https://garryshomepc/svn/494876-rust_src@1291 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaned up content pipeline project. Removed capped class names. added option to reimport all files with .import.txt association from editor.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1292 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moved the Prefetch MenuItem title under Facepunch/ ( along side the pipeline options, to not congest the top bar )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1293 0116351e-01fd-46a3-8c09-64bf5bb0948b
blowing away old mesh batch dll files for new ones.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1294 0116351e-01fd-46a3-8c09-64bf5bb0948b
mesh batch is now in seperate dlls ( runtime / editor ) and cleaned up usage a bit. the old dlls were stale and unused.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1295 0116351e-01fd-46a3-8c09-64bf5bb0948b
hard coded layer index for hitboxes.
NOTE: Accendentally committed the sln and sky dll with meshbatch.. So thats there too.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1296 0116351e-01fd-46a3-8c09-64bf5bb0948b
using the new dlls for mesh batch and sky.
+ much less mixing of non-game and editor code from this
git-svn-id: https://garryshomepc/svn/494876-rust_src@1297 0116351e-01fd-46a3-8c09-64bf5bb0948b
a wizard to create a new level from scratch. I'll write up documentation on it and what it does not cover.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1298 0116351e-01fd-46a3-8c09-64bf5bb0948b
printing out more info about the 'expect failure' log that happens in editor ( to catch the next time it occurs )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1299 0116351e-01fd-46a3-8c09-64bf5bb0948b
bugfix:HumanBodyTakeDamage - Argument is out of range
makes sure to not change bleeding level if death occured from bleeding
git-svn-id: https://garryshomepc/svn/494876-rust_src@1300 0116351e-01fd-46a3-8c09-64bf5bb0948b
bugfix: Metabolism - Argument Is Out Of range
makes sure to not rpc data if death occurs.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1301 0116351e-01fd-46a3-8c09-64bf5bb0948b
put additional check for death similar to last two commits for human controller.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1302 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix: PAT_NEEDS_MORE_MEMORY is not a descriptive define
git-svn-id: https://garryshomepc/svn/494876-rust_src@1303 0116351e-01fd-46a3-8c09-64bf5bb0948b
forgot to commit this one.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1304 0116351e-01fd-46a3-8c09-64bf5bb0948b
Improved the sky editor a bit in preparation of documentation
git-svn-id: https://garryshomepc/svn/494876-rust_src@1305 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot these files.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1306 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
New surface system for impact effects and footsteps (wip )
Base of navmesh AI
uniform scaled rocks, now use a lot less memory and load alot faster
git-svn-id: https://garryshomepc/svn/494876-rust_src@1307 0116351e-01fd-46a3-8c09-64bf5bb0948b
adding bolt action rifle and texture to svn
git-svn-id: https://garryshomepc/svn/494876-rust_src@1308 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added per-terrain-texture footsteps and impact effects
Footsteps now work based off of an accumulated delta (people walking in circles will still produce footsteps)
Added proper Surface information for all surface types, metal, wood, flesh
git-svn-id: https://garryshomepc/svn/494876-rust_src@1309 0116351e-01fd-46a3-8c09-64bf5bb0948b
reverted and redid my changes to grass for dx9 on dx11 nvidia hardware to more closely match the original.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1310 0116351e-01fd-46a3-8c09-64bf5bb0948b
invisible terrain at 7:28:27.804 pm now fixed ( and tested )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1311 0116351e-01fd-46a3-8c09-64bf5bb0948b
if this ends up logging frequently, its probably the root issue to dupe bugs.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1312 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added footsteps quality option (to avoid raycasts if some people find it slow)
Updated all surface types to have appropriate footstep sounds and effects for melee
Added dirt impact effect
made metal impact effect look less like it's from 1997
made pipe shotgun sound less wimpy
git-svn-id: https://garryshomepc/svn/494876-rust_src@1313 0116351e-01fd-46a3-8c09-64bf5bb0948b
Dunno why this wasn't included
git-svn-id: https://garryshomepc/svn/494876-rust_src@1314 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1315 0116351e-01fd-46a3-8c09-64bf5bb0948b
New Impact effect system based on surfaces
+Nicer metal impacts
+Nicer terrain impacts
Dynamic footsteps based on surface ( use footsteps.quality to change )
Memory reduction for rock colliders! Also faster load times (we are now scaling the mesh instead of the gameobjects)
Fixed unnecessary performance issue with RPOSCraftItemEntry constantly calculating
Beefed up pipe shotgun sound
git-svn-id: https://garryshomepc/svn/494876-rust_src@1316 0116351e-01fd-46a3-8c09-64bf5bb0948b
updating rifle which now includes bullet in the model and textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1317 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebaked navmesh for rescaled rocks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1318 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1319 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebaked navmesh for rescaled rocks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1320 0116351e-01fd-46a3-8c09-64bf5bb0948b
ULink license key. This seems like a stupid ass way to do things, but it is apparently the right way.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1321 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed freeze monitor not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1322 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1323 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1324 0116351e-01fd-46a3-8c09-64bf5bb0948b
Print chat in server console
Fixed freeze due to chat regex fuckups (long string ending in \ caused freeze)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1325 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some faster logging methods ( print ). They do not run a stack trace.
Changed
Added ConsoleSystem.RegisterLogCallback / ConsoleSystem.UnregisterLogCallback ( replaces usage of Application.RegisterLogCallback )
Added ConsoleSystem.Print / PrintWarning / PrintError
git-svn-id: https://garryshomepc/svn/494876-rust_src@1326 0116351e-01fd-46a3-8c09-64bf5bb0948b
MainMenu's Start() only loads the background if theres no connection in place.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1327 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed some constant NRE's ( maybe something didn't get committed with footsteps? )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1328 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a extra space in the hour string.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1329 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed logging of Skipping pathslop successfully
git-svn-id: https://garryshomepc/svn/494876-rust_src@1330 0116351e-01fd-46a3-8c09-64bf5bb0948b
ContentPipeline now marks failed imports ( occurs when reimporting/upgrading the project ) and Builder tries to rebuild those things before building the game.
Should now be pretty bullet proof, and jenkins won't put out any bad imports/exports from it.
( the change to Facepunch.Build.Builder.cs is small, I fixed a indentation and the dif looks massive because of it )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1331 0116351e-01fd-46a3-8c09-64bf5bb0948b
finally the dupe/connection process rework
tried to break it all off into as small of commits as possible, but its still pretty massive.
notes:
lots of code involving sleeper safety or delaying the spawning of characters on connect was removed since avatars now load instantly.
however, the issue wasn't related to sleepers directly. So the fix required some refactoring of the approval/connection/disconnection as the real problem was that you could be connected to the server effectively twice for a split second ( where the sleeper is made ).
ConnectionHandler and NetConnector(s) (both new) now handle every aspect of connection / disconnection. It should remain to be the only thing utilizing uLink_OnPlayerApproval, uLink_OnPlayerConnected and uLink_OnPlayerDisconnected.
NetUser was stripped down ( webplayer stuff, no more approval code, steam code has been seperated from it ) and NetUsers are now created inside of uLink_OnPlayerConnected -- we no longer have to deal with the headache of checking if the netuser is in approval or out of it anymore. Also the way the registry of NetUsers works, makes it impossible to have two net users on the same id.
ConnectionHandler handles the broad functionality of approval, connection, disconnection. That includes checking in with server management about logins, creating/handling NetConnectors ( which are instances that handle the bulk of the work NetUser would have before ( as well as api specific things [steam] ) ) for approval. creating NetUsers ( now AFTER connection ) as well as disposing them.
Saving avatars has been reworked as well, Everything except NetUser itself should use NetUser.SaveAvatar or NetUser.LoadAvatar to set/get .avatar(now private) or even load from disk. There are static versions NetUser.SaveAvatar(ulong,Avatar) and NetUser.LoadAvatar(ulong) which you use when you do not have a NetUser (which do automatically setup existing instances proper as well).
It's all set up in a very error proofed way. and the disconnect of NetConnector makes the code more straight forward.
Also, all connection info (protocol,mode,steam info) is not stored inside of ClientLogin ( where steam stuff is in SteamLogin ). Its all still compatible with older client versions however, this move was just to simplify the amount of data that needed to be passed around.
I spent a lot of time trying to keep things as minimal as possible, hopefully besides all the neccisary exception handling it shows!
the other minor changes are that anything that used 'netPlayer.localData as NetUser' as been replaced with NetUser.Find( netPlayer ). It's not good because we use local data for a couple of things throughout connection, so all finding of NetUser should go through NetUser.Find. And PlayerClient.SetNetPlayer was removed ( now entirely relies of .owner )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1332 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1333 0116351e-01fd-46a3-8c09-64bf5bb0948b
In editor with the overlay on ( o key ) you can now use the L key to swap the overlay to show whatever you have selected in hierarchy.
(overlay, needs to be moved somewhere else)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1334 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the load coroutine running forever if disconnection occurs while loading the level.
( IE, when you get Failed to get server management bla bla and it never goes away until you close the game )
-RustLevel.Load now has a overload to get the game object that is running the load routine.
-ClientConnect now destroys that game object ( and stops any coroutines from that ) when disconnect occurs before the level is loaded.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1335 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added utility for configuring multiple LODGroup prefabs at a time ( the screen fraction, and recalculating bounds )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1336 0116351e-01fd-46a3-8c09-64bf5bb0948b
MeshBatchInstanceDynamic can now turn entire LODGroup's off while they are batched ( instead of just the lowest LOD )
This mostly fixes overdraw. The only time overdraw will occur now is in the short window where a instance is being removed from a batching target ( will fix that soon )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1337 0116351e-01fd-46a3-8c09-64bf5bb0948b
Pushed LODs for structure components back further again, recalculated their LOD bounds, and set up the new LODGroup hiding feature for MeshBatchInstanceDynamic for each.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1338 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot the utility instance for structures
And a change to the content pipeline that i must not have compiled prior.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1339 0116351e-01fd-46a3-8c09-64bf5bb0948b
now log auth / disconnect errors on client.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1340 0116351e-01fd-46a3-8c09-64bf5bb0948b
added censor.nudity
when set to true, there wont be any dongs on players.
still need to apply this to sleepers though.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1341 0116351e-01fd-46a3-8c09-64bf5bb0948b
completed: Nudity convar
it (should) now work on sleepers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1342 0116351e-01fd-46a3-8c09-64bf5bb0948b
derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1343 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fixed weird typesafe issue in editor
Fixed missing behaviors on door corpses
Fixed compiler issue with grass displacement camera
Added missing heal note
fixed exploit with moving weapons and re-deploying them to bypass reload times
moved the wolf over to navmesh, still a few small bugs
git-svn-id: https://garryshomepc/svn/494876-rust_src@1344 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made crappy armor a little better
Fixed navmesh wildlife going too close to the player
made bears use navmesh
Added Spiked barricades - these deal damage when touched, and defelct a small amount of melee damage
Fixed bug with deployable objects not being able to be placed when snapped to the ground at a distance
Made wood shelter more lenient in it's sloping
You can now place shelters on rocks as well as terrain
git-svn-id: https://garryshomepc/svn/494876-rust_src@1345 0116351e-01fd-46a3-8c09-64bf5bb0948b
temp fix for sleeper wall clipping. could be optimized / more logically sound but for now this works.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1346 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed some bugs with wildlife, now bears and wolves are exclusive to the navmesh
Fixed some bugs with deployables
Added Supply Signal ( grenade that calls an airdrop, very rare)
Added Wood Gates and gateways, you can now cordon areas off !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1347 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated protocol version
git-svn-id: https://garryshomepc/svn/494876-rust_src@1348 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1349 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged helks branch
( helk -- do not merge this commit to your branch )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1350 0116351e-01fd-46a3-8c09-64bf5bb0948b
helk, you *should* merge this to your branch ( so you dont need to deal with not committing these every time. )
these are all only property changes, as in they do not change any code.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1351 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed logs.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1352 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix to client missing nav mesh errors whenever there is a boar or wolf. ( needs testing )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1353 0116351e-01fd-46a3-8c09-64bf5bb0948b
doh
git-svn-id: https://garryshomepc/svn/494876-rust_src@1354 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed wild and crazy animal interpolation by limiting the surface normal and falling back to the right vector to rebuild the forward vector when it ( the forward vector ) is more parallel to the up ( than the right vector ) via the brand new overload TransformHelpers.LookRotationForcedUp(Quaternion,Vector3)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1355 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1356 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bullets damaging gates and gateways
Fixed explosives not doing appropriate damage to gateways
Slightly randomized supply drop position via smoke signals so its not always right ontop of the signal
You can no longer place spike walls and gates too close to prefab building areas
Increased cost of spike walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1357 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added transcarriers to various objects so explosives always deal the appropriate amount of damage
git-svn-id: https://garryshomepc/svn/494876-rust_src@1358 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bullets damaging gates and gateways
Fixed explosives not doing appropriate damage to gateways
Slightly randomized supply drop position via smoke signals so its not always right ontop of the signal
You can no longer place spike walls and gates too close to prefab building areas
Increased cost of spike walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1359 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added transcarriers to various objects so explosives always deal the appropriate amount of damage
git-svn-id: https://garryshomepc/svn/494876-rust_src@1360 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing script from helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@1361 0116351e-01fd-46a3-8c09-64bf5bb0948b
water level fix.
(P.S. WaterPlaneTrigger is obsolete and not used, was replaced by WaterLevel awhile back but some how waterplanetrigger came back.)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1362 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1363 0116351e-01fd-46a3-8c09-64bf5bb0948b
added FitRequirements
create these scriptable objects to make a set of instructions/conditions involving raycasting/checking which can be tested with a transform to validate a position.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1364 0116351e-01fd-46a3-8c09-64bf5bb0948b
DeployableItemDataBlock now utilizes FitRequirements when there is a instance set to it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1365 0116351e-01fd-46a3-8c09-64bf5bb0948b
set up fit requirements for sleeping bag which should prevent people from placing them under rocks ( or anything else on the static / player clip layer )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1366 0116351e-01fd-46a3-8c09-64bf5bb0948b
i've set players to spawn crouched again.
This makes it harder to do spawn exploits
git-svn-id: https://garryshomepc/svn/494876-rust_src@1367 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed kick not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1368 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed sleepers not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1369 0116351e-01fd-46a3-8c09-64bf5bb0948b
raised the capsule check to work on flat surfaces ( accidentally had it below )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1370 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some missing files, and removed some debug.logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@1371 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1372 0116351e-01fd-46a3-8c09-64bf5bb0948b
Increased decay time on gates/spike walls to 2 days
Lowered melee damage on spike walls
Spike walls are slightly larger
added death effects to spike walls
Can no longer place boxes on spike walls to jump over them
Structures can no longer be placed near prefab buildings either
Foundations can't be placed near spike walls (should help with building griefing
Shooting an arrow at a spike wall will no longer damage you
Spike walls now have a death effect
Metal Doors are now a default blueprint
lowered drop chance of signal grenades to 7%
git-svn-id: https://garryshomepc/svn/494876-rust_src@1373 0116351e-01fd-46a3-8c09-64bf5bb0948b
Large spike walls no longer allowed on buildings
git-svn-id: https://garryshomepc/svn/494876-rust_src@1374 0116351e-01fd-46a3-8c09-64bf5bb0948b
Increased decay time on gates/spike walls to 2 days
Lowered melee damage on spike walls
Spike walls are slightly larger
added death effects to spike walls
Can no longer place boxes on spike walls to jump over them
Structures can no longer be placed near prefab buildings either
Foundations can't be placed near spike walls (should help with building griefing
Shooting an arrow at a spike wall will no longer damage you
Spike walls now have a death effect
Metal Doors are now a default blueprint
lowered drop chance of signal grenades to 7%
Large spike walls can no longer be placed on structures
git-svn-id: https://garryshomepc/svn/494876-rust_src@1375 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated menu logo to new one
git-svn-id: https://garryshomepc/svn/494876-rust_src@1376 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server versions now use Rust.Defines.Connection.protocol exclusively
Serverlist only lists servers matching Rust.Defines.Connection.protocol
So now dev will only show servers that are hosting the dev version - assuming that Rust.Defines.Connection.protocol has been changed!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1377 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1378 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1379 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1380 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed grenades not colliding with doors
fixed shelters not destroying attached doors
increased resources required to repair spike walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1381 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1382 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed grenades not colliding with doors
fixed shelters not destroying attached doors
increased resources required to repair spike walls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1383 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed flashlights/lasers being stuck on. went through tangle town and found the problem.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1384 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed the annoying issues with 'too many culling layers for lights' log when flashlight mod is on.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1385 0116351e-01fd-46a3-8c09-64bf5bb0948b
made the tree lighting fix less sensitive in detecting camera changes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1386 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed visualization of fit requirements for check capsule
git-svn-id: https://garryshomepc/svn/494876-rust_src@1387 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix: linux cursor bug
* most of these file changes just add a single line now that LockCursorManager is inside the Facepunch.Cursor namespace *
linux defaults without lockCursor support.
moved the massive LockCursorManager.cs out to dll where its in multiple files
cursor.lock true/false ( enables/disables locking of cursor )
cursor.recenter true/false ( centers cursor when the game (non-menu) gets focus )
cursor.uncenter true/false ( centers cursor when the game loses focus to a menu )
everything but linux defaults:
true,true,false
linux default:
false,true,true
git-svn-id: https://garryshomepc/svn/494876-rust_src@1388 0116351e-01fd-46a3-8c09-64bf5bb0948b
the dll for Facepunch.Cursor
( previously, one massive LockCursorManager.cs )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1389 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with wildlife not being able to be harvested under some conditions
made falldamage slightly less brutal
Spike walls can't be placed too close to doors
Foundations can't be placed too close to spike walls
When a server restarts, objects should show the proper amount of health
git-svn-id: https://garryshomepc/svn/494876-rust_src@1390 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1391 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1392 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bug with wildlife not being able to be harvested under some conditions
made falldamage slightly less brutal
Spike walls can't be placed too close to doors
Foundations can't be placed too close to spike walls
When a server restarts, objects should show the proper amount of health
git-svn-id: https://garryshomepc/svn/494876-rust_src@1393 0116351e-01fd-46a3-8c09-64bf5bb0948b
tuned up the spikes fit requirements ( separately ) and incremented protocol.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1394 0116351e-01fd-46a3-8c09-64bf5bb0948b
bigger fit test for bags.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1395 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed servers appearing twice
Added official server List
Can make servers appear on official list by starting with -official jgue7gopb
(see comments)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1396 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1397 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1398 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1399 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1400 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1401 0116351e-01fd-46a3-8c09-64bf5bb0948b
Scene didn't save (!)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1402 0116351e-01fd-46a3-8c09-64bf5bb0948b
This is a better place for this code..
git-svn-id: https://garryshomepc/svn/494876-rust_src@1403 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed offical servers showing up twice, like big dickheads
git-svn-id: https://garryshomepc/svn/494876-rust_src@1404 0116351e-01fd-46a3-8c09-64bf5bb0948b
This build is going to fail. Something must be messed up with meta files on jenkins.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1405 0116351e-01fd-46a3-8c09-64bf5bb0948b
this will fix it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1406 0116351e-01fd-46a3-8c09-64bf5bb0948b
whenever someone connects, disconnects at the END of that 'frame' Rust.Steam.Server.OnPlayerCountChanged is invoked.
*overkill*
1. a second sending of the player count change occurs at the END of the next frame as well
2. all existing calls to Rust.Steam.Server.OnPlayerCountChanged still exist to be there.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1407 0116351e-01fd-46a3-8c09-64bf5bb0948b
added a overloads to TakeDamage.Kill and TakeDamage.KillSelf which doesn't require the out DamageEvent parameter.
( I'm guessing is why theres code that does .Hurt( this, this, health * 2 ); )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1408 0116351e-01fd-46a3-8c09-64bf5bb0948b
the removal and adding of waterlevel.cs and .meta fixed water level issues.
removing the log in OnDestroy of WaterLevel.cs now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1409 0116351e-01fd-46a3-8c09-64bf5bb0948b
edit to Facepunch.Cursor.dll
added UnlockCursorFlag.AllowSubsetOfKeys for cursor unlock nodes that want to keep a subset of keys active [number buttons in RPOS]
git-svn-id: https://garryshomepc/svn/494876-rust_src@1410 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix: Typing in chat doesn't swallow keys and you move around and pull up items/activate doors
chat does use a UnlockCursorNode now, and inventory buttons only work in game or within RPOS.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1411 0116351e-01fd-46a3-8c09-64bf5bb0948b
missed these
git-svn-id: https://garryshomepc/svn/494876-rust_src@1412 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side
Lowered weapon lootbox rate
Lowered spawn rate of loot boxes
Lowered spawn rate of resources in H-Valley
Spikes only block foundations from being placed now (not pillars etc)
Fixed bug where you wouldn't always take damage from attacking a spike wall with melee
You no longer auto-heal from a camp fire if you have taken damage recently
Added cooldown to hostile wildlife chasing you
Fixed players not showing blood effects
Added grass displacement to spike walls etc
git-svn-id: https://garryshomepc/svn/494876-rust_src@1413 0116351e-01fd-46a3-8c09-64bf5bb0948b
TODO: Switch to trunk next time instead of branch, derp
Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side
Lowered weapon lootbox rate
Lowered spawn rate of loot boxes
Lowered spawn rate of resources in H-Valley
Spikes only block foundations from being placed now (not pillars etc)
Fixed bug where you wouldn't always take damage from attacking a spike wall with melee
You no longer auto-heal from a camp fire if you have taken damage recently
Added cooldown to hostile wildlife chasing you
Fixed players not showing blood effects
Added grass displacement to spike walls, sleepers, etc
git-svn-id: https://garryshomepc/svn/494876-rust_src@1414 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1415 0116351e-01fd-46a3-8c09-64bf5bb0948b
Undid my last commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1416 0116351e-01fd-46a3-8c09-64bf5bb0948b
TODO: Switch to trunk next time instead of branch, derp
Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side
Lowered weapon lootbox rate
Lowered spawn rate of loot boxes
Lowered spawn rate of resources in H-Valley
Spikes only block foundations from being placed now (not pillars etc)
Fixed bug where you wouldn't always take damage from attacking a spike wall with melee
You no longer auto-heal from a camp fire if you have taken damage recently
Added cooldown to hostile wildlife chasing you
Fixed players not showing blood effects
Added grass displacement to spike walls, sleepers, etc
git-svn-id: https://garryshomepc/svn/494876-rust_src@1417 0116351e-01fd-46a3-8c09-64bf5bb0948b
Finally, a temp fix for the frozen movement with placing components.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1418 0116351e-01fd-46a3-8c09-64bf5bb0948b
temp fix for env.forecast
git-svn-id: https://garryshomepc/svn/494876-rust_src@1419 0116351e-01fd-46a3-8c09-64bf5bb0948b
server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1420 0116351e-01fd-46a3-8c09-64bf5bb0948b
maybe a player count fix?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1421 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updating to steam latest binaries
git-svn-id: https://garryshomepc/svn/494876-rust_src@1422 0116351e-01fd-46a3-8c09-64bf5bb0948b
respawn-pre-ready dupe/exploit quick fix.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1423 0116351e-01fd-46a3-8c09-64bf5bb0948b
Add player counts to tags
git-svn-id: https://garryshomepc/svn/494876-rust_src@1424 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1425 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1426 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1427 0116351e-01fd-46a3-8c09-64bf5bb0948b
Popups are no longer rotated (helk didn't like)
Information popup on disconnect/connection fail
git-svn-id: https://garryshomepc/svn/494876-rust_src@1428 0116351e-01fd-46a3-8c09-64bf5bb0948b
if player counts are in server tags - use them
git-svn-id: https://garryshomepc/svn/494876-rust_src@1429 0116351e-01fd-46a3-8c09-64bf5bb0948b
forcing a server update - so we will fix player counts once and for all
git-svn-id: https://garryshomepc/svn/494876-rust_src@1430 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1431 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1432 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1433 0116351e-01fd-46a3-8c09-64bf5bb0948b
Summary at the bottom of the server refresh page
git-svn-id: https://garryshomepc/svn/494876-rust_src@1434 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bolt rifle complete w/ animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1435 0116351e-01fd-46a3-8c09-64bf5bb0948b
Files for the patrol helicopter ( without weapons).
git-svn-id: https://garryshomepc/svn/494876-rust_src@1436 0116351e-01fd-46a3-8c09-64bf5bb0948b
Small heli fixes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1437 0116351e-01fd-46a3-8c09-64bf5bb0948b
boltrifle audio
git-svn-id: https://garryshomepc/svn/494876-rust_src@1438 0116351e-01fd-46a3-8c09-64bf5bb0948b
Oops this shouldn't be in here
git-svn-id: https://garryshomepc/svn/494876-rust_src@1439 0116351e-01fd-46a3-8c09-64bf5bb0948b
added multireload placeholder on boltrifle
git-svn-id: https://garryshomepc/svn/494876-rust_src@1440 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
Fixed bug with godmode
git-svn-id: https://garryshomepc/svn/494876-rust_src@1441 0116351e-01fd-46a3-8c09-64bf5bb0948b
doubled send and receive socket buffer sizes ( - 1 byte, cause ulink had it set to 131071 ( which is 1 byte less than 131072 (128kb) )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1442 0116351e-01fd-46a3-8c09-64bf5bb0948b
added server.sendbuffer and server.receivebuffer convars so we don't have to do a rebuild if the buffer size isnt suited for 256 slot servers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1443 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed major lagspike with resources respawning
git-svn-id: https://garryshomepc/svn/494876-rust_src@1444 0116351e-01fd-46a3-8c09-64bf5bb0948b
Trunk Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@1445 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed major lagspike with resources respawning
fixed admins sometimes taking damage with godmode on
git-svn-id: https://garryshomepc/svn/494876-rust_src@1446 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed spawn stagger to be used in invoke repeating
git-svn-id: https://garryshomepc/svn/494876-rust_src@1447 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam Screenshots hookings
git-svn-id: https://garryshomepc/svn/494876-rust_src@1448 0116351e-01fd-46a3-8c09-64bf5bb0948b
linux missing dlls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1449 0116351e-01fd-46a3-8c09-64bf5bb0948b
censorship shader/material
git-svn-id: https://garryshomepc/svn/494876-rust_src@1450 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated steam dlls
git-svn-id: https://garryshomepc/svn/494876-rust_src@1451 0116351e-01fd-46a3-8c09-64bf5bb0948b
Censorship test. This includes a hack on the skybox camera to let us use refraction in the main scene.
Censoring is enabled by default. I need to make it so that if it's switched off - it switches on when we take a screenshot (for Valve)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1452 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1453 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1454 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed censor drawing on models that aren't censored
Removed unused code
git-svn-id: https://garryshomepc/svn/494876-rust_src@1455 0116351e-01fd-46a3-8c09-64bf5bb0948b
Help diagnose linux startup issue
git-svn-id: https://garryshomepc/svn/494876-rust_src@1456 0116351e-01fd-46a3-8c09-64bf5bb0948b
handling exceptions uLink does not so it wont completely screw up our tracking of network culling.
going to be testing this on the dev server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1457 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed (hopefully) the issue with clientconnect existing past failure to connect.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1458 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam client logging - to help debug linux crashing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1459 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing files. Probably not used.. right?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1460 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1461 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1462 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1463 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rolling back steamworks sdk.. to see if that helps with linux crash
git-svn-id: https://garryshomepc/svn/494876-rust_src@1464 0116351e-01fd-46a3-8c09-64bf5bb0948b
These too
git-svn-id: https://garryshomepc/svn/494876-rust_src@1465 0116351e-01fd-46a3-8c09-64bf5bb0948b
Newlines logging
git-svn-id: https://garryshomepc/svn/494876-rust_src@1466 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1467 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1468 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1469 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1470 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1471 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1472 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1473 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1474 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1475 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1476 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1477 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed truth detector
git-svn-id: https://garryshomepc/svn/494876-rust_src@1478 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated Unity to latest, these files changed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1479 0116351e-01fd-46a3-8c09-64bf5bb0948b
No longer needed or used
git-svn-id: https://garryshomepc/svn/494876-rust_src@1480 0116351e-01fd-46a3-8c09-64bf5bb0948b
Put truth detector back
git-svn-id: https://garryshomepc/svn/494876-rust_src@1481 0116351e-01fd-46a3-8c09-64bf5bb0948b
Truth detector, reduced debug output, defaulted to on
git-svn-id: https://garryshomepc/svn/494876-rust_src@1482 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted censorship changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1483 0116351e-01fd-46a3-8c09-64bf5bb0948b
Censored by default
git-svn-id: https://garryshomepc/svn/494876-rust_src@1484 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed Metal Doors not setting their rotation properly
Shelters can be placed closer together than they used to be able to
Grenades have a smaller radius, do less damage, and are harder to craft
Deployables placed on inside (new) shelters should no longer destroy when the shelter is destroyed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1485 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some missing death effects for shelters and doors
Should be easier to squeeze sleeping bags into shelters now
Spike walls can be placed closer together, you can overlap them a little bit now
You can now right click to rotate structures for the 5 users without mousewheels :)
Changed chat bind to 'Return' instead of 'Enter' due to unity change
git-svn-id: https://garryshomepc/svn/494876-rust_src@1486 0116351e-01fd-46a3-8c09-64bf5bb0948b
Update DFGUI to latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@1487 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed chat lines wrapping
git-svn-id: https://garryshomepc/svn/494876-rust_src@1488 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading the revolver. has no bullet or casing yet
git-svn-id: https://garryshomepc/svn/494876-rust_src@1489 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed disconnect button showing on menu always
git-svn-id: https://garryshomepc/svn/494876-rust_src@1490 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed shotguns not damaging deployables
Servers can now specify a minimum amount of players for airdrops to occur ( default 40 )
Servers can specify decay rates
Beefed up explosion effect
git-svn-id: https://garryshomepc/svn/494876-rust_src@1491 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed up some useless names
git-svn-id: https://garryshomepc/svn/494876-rust_src@1492 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed key bind clicking not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1493 0116351e-01fd-46a3-8c09-64bf5bb0948b
updated gun mesh and normals with extra geo. Also added a base diffuse.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1494 0116351e-01fd-46a3-8c09-64bf5bb0948b
New death screen
git-svn-id: https://garryshomepc/svn/494876-rust_src@1495 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added console command for servers to enable or disable chat logging (chat.serverlog true/false)
Decay convar sanity check
git-svn-id: https://garryshomepc/svn/494876-rust_src@1496 0116351e-01fd-46a3-8c09-64bf5bb0948b
This should fix helk's convar problems that he won't shut up about
git-svn-id: https://garryshomepc/svn/494876-rust_src@1497 0116351e-01fd-46a3-8c09-64bf5bb0948b
added ExplosionHelper.OverlapExplosionUnique which returns a array of surfaces ordered by smallest distance whom never share the same IDMain.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1498 0116351e-01fd-46a3-8c09-64bf5bb0948b
fire+reload singleshot anim for boltrifle
git-svn-id: https://garryshomepc/svn/494876-rust_src@1499 0116351e-01fd-46a3-8c09-64bf5bb0948b
new reload sounds blt rifle
git-svn-id: https://garryshomepc/svn/494876-rust_src@1500 0116351e-01fd-46a3-8c09-64bf5bb0948b
boltrifle silenced sfx
git-svn-id: https://garryshomepc/svn/494876-rust_src@1501 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed some serverside performance issues
Fixed explosive charges not dealing direct damage to structure components - They will now deal their damage regardless of their position relative to what they are placed directly on
Fixed explosions doing too much damage to things with compound colliders (shelters namely)
Fixed weapon animations while aiming for some weapons (Shotgun)
Kevlar is harder to produce
Increased headshot damage multiplier
Added Bolt Action Rifle
Weapons reload automatically if you try and fire them empty
Added aim sway to some weapons, experimental
Added a small 'lazy aim' cone for weapons
Added bolt action rifle
Made ammo much harder to craft
git-svn-id: https://garryshomepc/svn/494876-rust_src@1502 0116351e-01fd-46a3-8c09-64bf5bb0948b
Increased protocol version
Start with bolt action rifle blueprint (temp)
Removed lazy angle on pipe shotgun
git-svn-id: https://garryshomepc/svn/494876-rust_src@1503 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed death text
git-svn-id: https://garryshomepc/svn/494876-rust_src@1504 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed possible reason for refresh button not working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1505 0116351e-01fd-46a3-8c09-64bf5bb0948b
Should fix disconnect button not showing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1506 0116351e-01fd-46a3-8c09-64bf5bb0948b
Give us some errors when steam auth fails, so we know what's happening.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1507 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1508 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1509 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1510 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1511 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1512 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1513 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1514 0116351e-01fd-46a3-8c09-64bf5bb0948b
door fixes. no more flying, no more inside exploit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1515 0116351e-01fd-46a3-8c09-64bf5bb0948b
bolt action rifle tunage.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1516 0116351e-01fd-46a3-8c09-64bf5bb0948b
Research Kits are now one-time use
Removed some useless logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@1517 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made bolt action rifle harder to craft
Lowered bolt action rifle range and damage
Adjusted specular on bolt action rifle
Increased bolt action rifle texture size
git-svn-id: https://garryshomepc/svn/494876-rust_src@1518 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can't place boxes on yourself anymore
Can't place furnace on yourself anymore
Made crafting small stashes easier
Large spike walls deal more damage
git-svn-id: https://garryshomepc/svn/494876-rust_src@1519 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added dryfire sounds to weapons
Removed auto-reload when empty (was stupid)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1520 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wolves and bears will run closer to you than they used to (walking backwards still broken)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1521 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam authentication 'fix'
git-svn-id: https://garryshomepc/svn/494876-rust_src@1522 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added popup notice for entire server
git-svn-id: https://garryshomepc/svn/494876-rust_src@1523 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can't use food as often
Can't use medkits within 5 seconds of taking damage
Fixed exploit for placing deployables in mid air
Missing dryfire sounds
Spikewall does a bonus amount of reflect damage
git-svn-id: https://garryshomepc/svn/494876-rust_src@1524 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed bandage delay after taking damage, was broken
git-svn-id: https://garryshomepc/svn/494876-rust_src@1525 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added EndAuthSession
git-svn-id: https://garryshomepc/svn/494876-rust_src@1526 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added g_DebugAuthCount debug var so we can make sure everything is functioning properly.
"Active Auth Count" should always match the amount of active players on the server. If it doesn't then we aren't calling BeginAuthSession the same amount of times as SteamServer_UserLeave - Which we should!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1527 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1528 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1529 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1530 0116351e-01fd-46a3-8c09-64bf5bb0948b
If we have "-nosteam" on command line, skip steam auth
git-svn-id: https://garryshomepc/svn/494876-rust_src@1531 0116351e-01fd-46a3-8c09-64bf5bb0948b
Should be no need to sanitize names/chat
Refresh button should be fixed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1532 0116351e-01fd-46a3-8c09-64bf5bb0948b
Should fix death reasons being one death off all the time
git-svn-id: https://garryshomepc/svn/494876-rust_src@1533 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1534 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1535 0116351e-01fd-46a3-8c09-64bf5bb0948b
Forgot to remove this comment. Might have a dramatic effect.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1536 0116351e-01fd-46a3-8c09-64bf5bb0948b
This is a void, not a bool.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1537 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hack, close the auth session as soon as it returns
git-svn-id: https://garryshomepc/svn/494876-rust_src@1538 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1539 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1540 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1541 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed Dispose ultimately not being invoked, thus not calling SteamServer_UserLeave.
fixed the timeout routine probably not running correctly and causing a invalid count of retain.
Dispose now disposes, always. NetUser calls Delete() on the Connector in it's dispose which stops all routines and disposes.
Tested throughly locally and about to test it on dev. ( keeping track of calls to OnUserLeave, still has the fix garry put in on librust but it should provide enough data to determin if its all good now. )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1542 0116351e-01fd-46a3-8c09-64bf5bb0948b
some more changes to test, always calling OnUserLeave in OnSteamAuthorization unless status == "ok" and Approve() == true
git-svn-id: https://garryshomepc/svn/494876-rust_src@1543 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for when server is full. ( i hope )
uLink still runs uLink_OnPlayerApproval when the server is full, basically leaving user tickets intact. Ideally, checking the approval status after calling approve for.. not approved.. will fix it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1544 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed an annoying log
git-svn-id: https://garryshomepc/svn/494876-rust_src@1545 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for when server is full. ( i hope, again )
Turns out that uLink keeps Status to Approved even if uLink_OnPlayerConnected is not going to be called.
So i put a timeout in place from the call to Approve() to uLink_OnPlayerConnected ( currently 15 seconds ). When that timeout elapses the connector is deleted.
I have to test this on dev, since its pretty hard to fill my own local server
Also SteamConnector uses a finalizer now, just incase something screwed up happens and it manages to be garbage collected without calling OnUserLeave first.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1546 0116351e-01fd-46a3-8c09-64bf5bb0948b
The max player count check was in the wrong place ( it was off by default anyways )
Added NetError.Facepunch_Approval_TooManyConnectedPlayersNow for when that check above is on ( when someone started approval on a not-full server where by the time it was approved its full ), just so we can track the difference.
Also forgot to #if SERVER the threadsafe code.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1547 0116351e-01fd-46a3-8c09-64bf5bb0948b
mostly fixed the issue, though since the fix in previously does allow, technically a brief moment of having connecting player count > max player count as far as steam is concerned this fix ducks out of approval based on the connection count + num approvals in wait + num approvals approved without the player fully yet connected.
Also removed some code from NetConnector+Registry that was moved to NetConnector+ThreadSafe and am calling into cycle of ThreadSafe proper now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1548 0116351e-01fd-46a3-8c09-64bf5bb0948b
Counting number of times Rust.Steam.Server.StartUserAuth returned false just for testing purposes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1549 0116351e-01fd-46a3-8c09-64bf5bb0948b
added gfx console system
gfx.all (true/false) enables or disables all image effects
gfx.ssaa (true/false) enables or disables screen space AA
gfx.bloom (true/false) enables or disables bloom and flares
gfx.grain (true/false) enables or disables noise grain
gfx.shafts (true/false) enables or disables god rays
these are there, but afaik we don't use them yet:
gfx.tonemap for tonemapping
gfx.ssao for ssao
git-svn-id: https://garryshomepc/svn/494876-rust_src@1550 0116351e-01fd-46a3-8c09-64bf5bb0948b
added ServerManagement.ResyncronizeClientClock ( on server ) to tell a client ( thru RPC ) to resyncronize their clock.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1551 0116351e-01fd-46a3-8c09-64bf5bb0948b
when rpc dropping starts/is picked up upon we now tell the client to resyncronize its clock.
This does not solve the issue with client clock drifting, but it will help
git-svn-id: https://garryshomepc/svn/494876-rust_src@1552 0116351e-01fd-46a3-8c09-64bf5bb0948b
reimport of player and zombies.
This could fix falling through the ground, since it seems to be a jenkins only build issue.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1553 0116351e-01fd-46a3-8c09-64bf5bb0948b
added server.log to set min log level for uLink's NetworkLog
added server.setlog to set a log level to flags
( i think this is how it works )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1554 0116351e-01fd-46a3-8c09-64bf5bb0948b
increased protocol
increased bolt action drops
git-svn-id: https://garryshomepc/svn/494876-rust_src@1555 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1556 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1557 0116351e-01fd-46a3-8c09-64bf5bb0948b
using uLink 1.5.5 + incremented protocol because it is incompatible with prior versions.
rebuilt our assemblies linking it and the latest unity (4.3.2) as well.
completely untested other than checking if it compiles
git-svn-id: https://garryshomepc/svn/494876-rust_src@1558 0116351e-01fd-46a3-8c09-64bf5bb0948b
Another update to uLink. This one makes the ddos impact much smaller and should be set to live.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1559 0116351e-01fd-46a3-8c09-64bf5bb0948b
Chat line is white
git-svn-id: https://garryshomepc/svn/494876-rust_src@1560 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server list reboot WIP. Functioning properly, just missing pagination + code clean pass.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1561 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1562 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server browser pagnation
git-svn-id: https://garryshomepc/svn/494876-rust_src@1563 0116351e-01fd-46a3-8c09-64bf5bb0948b
vsign/rustkey
git-svn-id: https://garryshomepc/svn/494876-rust_src@1564 0116351e-01fd-46a3-8c09-64bf5bb0948b
revert this later, and hopefully this compiles
Aidin is requesting the timestamp of when the servers go unresponsive.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1565 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1566 0116351e-01fd-46a3-8c09-64bf5bb0948b
need seconds in time stamp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1567 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1568 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1569 0116351e-01fd-46a3-8c09-64bf5bb0948b
bah revert this again later, cannot redirect console output to get the time stamps of frozen times.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1570 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1571 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed server browser not showing last page
Fixed server browser having gaps of missing servers at the top sometimes
Fixed page number not resetting when changing categories
git-svn-id: https://garryshomepc/svn/494876-rust_src@1572 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made death screen animate in a faster
git-svn-id: https://garryshomepc/svn/494876-rust_src@1573 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing hack - because it stops VAC from working
git-svn-id: https://garryshomepc/svn/494876-rust_src@1574 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1575 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1576 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1577 0116351e-01fd-46a3-8c09-64bf5bb0948b
reverted my temp changes to librust
git-svn-id: https://garryshomepc/svn/494876-rust_src@1578 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1579 0116351e-01fd-46a3-8c09-64bf5bb0948b
OnUserLeave will be called no more than the amount of times StartUserAuth has been called ( and did not throw exception ).
Set console variable defaults to
- issue off OnUserLeave on failed attempts to StartUserAuth ( that did not throw )
- pull a net connector out of the working set when it times out.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1580 0116351e-01fd-46a3-8c09-64bf5bb0948b
i guess we still need this in for now
git-svn-id: https://garryshomepc/svn/494876-rust_src@1581 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1582 0116351e-01fd-46a3-8c09-64bf5bb0948b
logging of framerate optional now ( per request )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1583 0116351e-01fd-46a3-8c09-64bf5bb0948b
updated to the current ( now obscured ) uLink in testing ( which is what all our servers are now running )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1584 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated protocol to 1060
git-svn-id: https://garryshomepc/svn/494876-rust_src@1585 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for the latest 3rd attack.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1586 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for last fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1587 0116351e-01fd-46a3-8c09-64bf5bb0948b
increased protocol
git-svn-id: https://garryshomepc/svn/494876-rust_src@1588 0116351e-01fd-46a3-8c09-64bf5bb0948b
reverting changes for current fix so we can mark live as the old version which should be compatible still with the fix ( to hide what aidin changed by request )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1589 0116351e-01fd-46a3-8c09-64bf5bb0948b
again, the uLink fix from before ( which now is hidden from client builds ) -- I've disabled the Rust - Upload Client via SteamPipe task on jenkins for now to avoid it going to the dev client
git-svn-id: https://garryshomepc/svn/494876-rust_src@1590 0116351e-01fd-46a3-8c09-64bf5bb0948b
added command "objects.prefabs" to count and list all network view prefabs in the world. (Server only)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1591 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added in this log message when GiveAllTo is called.
The only thing utilizing this peice of code is the old work bench and a RPC that should no longer be used ( TakeAll in LootableObject.cs )
Its also the only thing i can think of that would actually move an item from a box to a inventory server side ( besides manually dragging ). So i'm guessing the exploit for duping originates here, and we should be able to find out fairly quick if that is the case.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1592 0116351e-01fd-46a3-8c09-64bf5bb0948b
this should stop the exception after truth violations.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1593 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for compiling client locally ( where we would be switching from compiling server )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1594 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let a NRE be thrown when a non navmesh bundle is missing.
Stops people from deleting bundles containing collision data. Technically they can still alter their manifest file to not load them, but an easy fix would be to put the manifest itself in a bundle later.
I didn't go as far to put the CRC check in because with people being able to manipulate the manifest as is, it'd be pretty pointless.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1595 0116351e-01fd-46a3-8c09-64bf5bb0948b
aha yea found the dupe. keeping it in for now and logging all people who use it to file.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1596 0116351e-01fd-46a3-8c09-64bf5bb0948b
manually calling OnUserLeave with our timeout since it seems like it can take forever to steam to call canceled.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1597 0116351e-01fd-46a3-8c09-64bf5bb0948b
added to string function for steam connector.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1598 0116351e-01fd-46a3-8c09-64bf5bb0948b
turning the takeall dupe off by default.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1599 0116351e-01fd-46a3-8c09-64bf5bb0948b
updated uLink version from aidin which helps reduce impact from the subset of internal rpcsto the server from unconnected sources.
to run the server allowing for the old unconnected rpcs you use -lan ( otherwise they are now off )
aidin also added the ability to look up the ip of the connecting client over approval. so i've logged that in.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1600 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed the exploits console system. Instead transfered that off to cheaters.cs (console system)
Removed the content of the bugged and otherwise not used unless your using a cheat tool - TakeAll rpc of LootableObject
git-svn-id: https://garryshomepc/svn/494876-rust_src@1601 0116351e-01fd-46a3-8c09-64bf5bb0948b
Simple RCON Brute force protection - kick when invalid
git-svn-id: https://garryshomepc/svn/494876-rust_src@1602 0116351e-01fd-46a3-8c09-64bf5bb0948b
After going over steamworks documentation and going over the connection logs throughly. I do think that these changes to NetConnector/SteamConnector are proper.
Steam does send us "cancelled" when a user who is timed out but still on the server prior to any attempt to reconnect. And if i understand the documentation right, that means we should be kicking that user out and canceling its connection entirely, which this attempts to do.
What was happening before is:
A -Start:ok, count ++ (1)
A --OnAuth:ok, create user
A ---Logged in, nothing else on server to kick.
B -Start:ok, count ++ (2)
A --OnAuth:cancelled, count -- (1)
B --OnAuth:ok, call to OnUserLeave
B ---Logged in, kicking old timed out instance, count -- (0)
so basically, we either end up needing to kick the old player out when steam tells us to, or ignore the cancelled message. But cancelled can be used prior to user creation so its really only one option.
I'll be testing this on dev 1
git-svn-id: https://garryshomepc/svn/494876-rust_src@1603 0116351e-01fd-46a3-8c09-64bf5bb0948b
handling canceled for approved connections before those who are awaiting when exists.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1604 0116351e-01fd-46a3-8c09-64bf5bb0948b
one more alteration, if any connection gets canceled from a user, throw out any approved connections as well as working/pending ones.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1605 0116351e-01fd-46a3-8c09-64bf5bb0948b
users who disconnect steam while playing are now kicked after some time. --its another thing that was making the count wrong, similar to "cancelled"
also avoided a second call to cancel
git-svn-id: https://garryshomepc/svn/494876-rust_src@1606 0116351e-01fd-46a3-8c09-64bf5bb0948b
(protocol breaking changes that have been put off until now)
removed redundant data sent to inventory rpcs
- source inventory, is always the inventory on the network view now and it is never rpc'd
- each function that took a source and destination inventory with slot numbers now has a rpc that does not take a destination inventory for when the inventory the rpc is sent to represents the source and destination.
- removed lots of overloads to do the same thing, simplifying merge vs. combine vs. move into one function with lightweight overloads to it.
- replaced instances of SendCellUpdateToClient and SendCellUpdateToClientOwner with MarkSlotDirty ( which is all that it was doing originally, never used the target networkplayer )
- removed SendFullUpdateToClient which cheat programs work accessing through a RPC to get a listing of every inventory around their player. Replacement is private SendAllDataToClient
- Added IsAnAuthorizedLooter(NetworkPlayer) to Inventory, Returns true when that person is either the owner or the looter of said inventory. Also added SendAllDataToAuthorizedLooter which checks and returns IsAnAuthorizedLooter ( after invoking SendAllDataToClient when so ).
- Marked GiveAllTo as obsolete. Its broken and everything that uses it is also obsolete/unused.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1607 0116351e-01fd-46a3-8c09-64bf5bb0948b
plugged lots of security holes with inventory.
temporarily disabled dev server updating on jenkins while i test everything locally.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1608 0116351e-01fd-46a3-8c09-64bf5bb0948b
added error for "loggedin" kick/denial, reduced text for nice strings on errors and use them with disconnect notice now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1609 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix to timeout
git-svn-id: https://garryshomepc/svn/494876-rust_src@1610 0116351e-01fd-46a3-8c09-64bf5bb0948b
Game port and query port are on tcp/udp - so can be the same port. So lets default to the same. That way people only have to open one port.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1611 0116351e-01fd-46a3-8c09-64bf5bb0948b
That was a big load of bullshit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1612 0116351e-01fd-46a3-8c09-64bf5bb0948b
turned off cheater logging and file writing by default, theres just too many hackers and it holds up everything to log/write
git-svn-id: https://garryshomepc/svn/494876-rust_src@1613 0116351e-01fd-46a3-8c09-64bf5bb0948b
RCON connection - opens on query port
git-svn-id: https://garryshomepc/svn/494876-rust_src@1614 0116351e-01fd-46a3-8c09-64bf5bb0948b
RCON C# Integration
git-svn-id: https://garryshomepc/svn/494876-rust_src@1615 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1616 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1617 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1618 0116351e-01fd-46a3-8c09-64bf5bb0948b
client fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1619 0116351e-01fd-46a3-8c09-64bf5bb0948b
Official servers should be added to this list now, to show in the official tab.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1620 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1621 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1622 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1623 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1624 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1625 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1626 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1627 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for popups with research tool failures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1628 0116351e-01fd-46a3-8c09-64bf5bb0948b
Beefed up wateripe shotgun sound
git-svn-id: https://garryshomepc/svn/494876-rust_src@1629 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lowered shadow distance in 'fantastic' - should help for the super jittery shadows due to rocks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1630 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reduced number of colliders wood shelter uses from 7 to 1
git-svn-id: https://garryshomepc/svn/494876-rust_src@1631 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebalanced some drop rates so explosive charges are more rare
Made explosives require some metal to craft
git-svn-id: https://garryshomepc/svn/494876-rust_src@1632 0116351e-01fd-46a3-8c09-64bf5bb0948b
Quality slider should have more of an impact on FPS automatically below 50%
git-svn-id: https://garryshomepc/svn/494876-rust_src@1633 0116351e-01fd-46a3-8c09-64bf5bb0948b
Research Kit no longer requires paper and has random 1-3 uses
git-svn-id: https://garryshomepc/svn/494876-rust_src@1634 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deployable objects produce fail results now (WIP)
Removed garbage logs/comments
git-svn-id: https://garryshomepc/svn/494876-rust_src@1635 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added metal window bars - default blueprint
Fixed bug where doors could not be placed on shelters under some conditions and rotations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1636 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added metal window bar item and hardpoint support
git-svn-id: https://garryshomepc/svn/494876-rust_src@1637 0116351e-01fd-46a3-8c09-64bf5bb0948b
RCON now only gets responses to commands issued, instead of all responses
RCON replies are flushed immediately - so they're in separate packets
git-svn-id: https://garryshomepc/svn/494876-rust_src@1638 0116351e-01fd-46a3-8c09-64bf5bb0948b
status command, now almost identical to Source's - with player count etc
http://i.imgur.com/vtodOTD.png
git-svn-id: https://garryshomepc/svn/494876-rust_src@1639 0116351e-01fd-46a3-8c09-64bf5bb0948b
RCon server shuts down nicely for in editor stuff
print rcon commands into the actual console
Removed freezemonitor bloat
git-svn-id: https://garryshomepc/svn/494876-rust_src@1640 0116351e-01fd-46a3-8c09-64bf5bb0948b
rcon/admin commands
- say
- users
- banlist
- banlistex
- listid
Bans now store username/reason
git-svn-id: https://garryshomepc/svn/494876-rust_src@1641 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1642 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1643 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some ray cast checks server side to ensure people cannot context/use things behind walls.
The check is only done when these things are all true:
- The contextual component resides on a game object with a collider on it.
- The collider is not part of a rigidbody ( as in, rigidbodies that have contextuals on them ( like single item drop sacks ) don't run these tests )
It tries 3 raycasts in this order.
- from eye to and past the closest point on bounds of the collider
- from eye to the center of the bounds
- from eye with eye forward using 15 meters.
It should be a pretty cheap and suitable solution.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1644 0116351e-01fd-46a3-8c09-64bf5bb0948b
more removal of client code on server via #if CLIENT and IContextRequestable and related interfaces are now also if'd out by their usage.
Broke door code out to seperate files, and put some examples of menu usage. Also made sure RPC's that were meant for client side usage are not going to run on doors as well.
note: i accidentally committed the door changes with the context one.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1645 0116351e-01fd-46a3-8c09-64bf5bb0948b
some fixes from 4.3's breaking of AnimationUtility.SetAnimationMode for pose captures ( should fix some holes around the neck area of the player that shouldn't be there )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1646 0116351e-01fd-46a3-8c09-64bf5bb0948b
and this will make the model fixed.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1647 0116351e-01fd-46a3-8c09-64bf5bb0948b
updating textures!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1648 0116351e-01fd-46a3-8c09-64bf5bb0948b
didnt realize protocol didn't increase. undoing some rpc renaming.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1649 0116351e-01fd-46a3-8c09-64bf5bb0948b
themida binaries
git-svn-id: https://garryshomepc/svn/494876-rust_src@1650 0116351e-01fd-46a3-8c09-64bf5bb0948b
themida bat file
git-svn-id: https://garryshomepc/svn/494876-rust_src@1651 0116351e-01fd-46a3-8c09-64bf5bb0948b
No echo off
git-svn-id: https://garryshomepc/svn/494876-rust_src@1652 0116351e-01fd-46a3-8c09-64bf5bb0948b
Now all platforms use unity's cursor locking by default.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1653 0116351e-01fd-46a3-8c09-64bf5bb0948b
don't exit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1654 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1655 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1656 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1657 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1658 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1659 0116351e-01fd-46a3-8c09-64bf5bb0948b
usernames in status can be longer, are quoted
git-svn-id: https://garryshomepc/svn/494876-rust_src@1660 0116351e-01fd-46a3-8c09-64bf5bb0948b
removeid now has replies
git-svn-id: https://garryshomepc/svn/494876-rust_src@1661 0116351e-01fd-46a3-8c09-64bf5bb0948b
Console feedback when getting/setting convars, when con command not found, when command executed etc
(these shouldn't show up or anything when not run via console/ds console/rcon)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1662 0116351e-01fd-46a3-8c09-64bf5bb0948b
Echo, use reply with instead of outputting
git-svn-id: https://garryshomepc/svn/494876-rust_src@1663 0116351e-01fd-46a3-8c09-64bf5bb0948b
rcon packet splitting, ping pong response
git-svn-id: https://garryshomepc/svn/494876-rust_src@1664 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1665 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1666 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1667 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1668 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sign code
git-svn-id: https://garryshomepc/svn/494876-rust_src@1669 0116351e-01fd-46a3-8c09-64bf5bb0948b
added steam protections in SteamClient.cpp
if steam not detected etc, game will close on startup
git-svn-id: https://garryshomepc/svn/494876-rust_src@1670 0116351e-01fd-46a3-8c09-64bf5bb0948b
sign.bat - signs exes and dlls with our digital certificate - so we know if something has changed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1671 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated Themida to latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@1672 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1673 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1674 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1675 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed themida settings
git-svn-id: https://garryshomepc/svn/494876-rust_src@1676 0116351e-01fd-46a3-8c09-64bf5bb0948b
themidia changes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1677 0116351e-01fd-46a3-8c09-64bf5bb0948b
** this might cause some update problems, so GSP's need to be aware of this on update ***
GSP request.. -datadir now sets server.datadir - which is used instead of calling into c++
server config files (bans, server.cfg) are saved into -datadir/cfg/ instead of /cfg/
default data folder is now /serverdata/ instead of Save/undefined/ - which means servers that didn't define -datadir on the command line won't load their old saves when updated/restarted unless they specify -datadir to "Save/undefined/" or move their save files to /serverdata/
git-svn-id: https://garryshomepc/svn/494876-rust_src@1678 0116351e-01fd-46a3-8c09-64bf5bb0948b
This function is no longer called from anywhere
git-svn-id: https://garryshomepc/svn/494876-rust_src@1679 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow exe signing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1680 0116351e-01fd-46a3-8c09-64bf5bb0948b
Allow dll signing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1681 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1682 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1683 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1684 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_revolver animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1685 0116351e-01fd-46a3-8c09-64bf5bb0948b
getting rid of TerrainEdge, and LibNoise as we do not use them and LibNoise specifically writes all sorts of shit to our main dll with license info http://puu.sh/6e6AS.png
git-svn-id: https://garryshomepc/svn/494876-rust_src@1686 0116351e-01fd-46a3-8c09-64bf5bb0948b
v_revolver animation timing info
git-svn-id: https://garryshomepc/svn/494876-rust_src@1687 0116351e-01fd-46a3-8c09-64bf5bb0948b
added static class ServerRuntime.
replaced usage of uLink.Runtime.targetFrameRate with ServerRuntime.TargetFrameRate.
call to Server.PushLoadingPhase() and Server.PopLoadingPhase() around level loading which makes the game run at a uncapped target frame rate ( so servers start faster )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1688 0116351e-01fd-46a3-8c09-64bf5bb0948b
added serversave component to MetalBarsWindow.prefab
git-svn-id: https://garryshomepc/svn/494876-rust_src@1689 0116351e-01fd-46a3-8c09-64bf5bb0948b
defaulting client time measurement function to tick count, matches what the server uses and may help with those users who can't seem to keep time straight.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1690 0116351e-01fd-46a3-8c09-64bf5bb0948b
revolver sounds!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1691 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added shell ejection on waterpipe shotgun reload
git-svn-id: https://garryshomepc/svn/494876-rust_src@1692 0116351e-01fd-46a3-8c09-64bf5bb0948b
placeholder changes for bullets requested by helk
git-svn-id: https://garryshomepc/svn/494876-rust_src@1693 0116351e-01fd-46a3-8c09-64bf5bb0948b
rpc/packet dropping from timestamp issues now holds the calculated 'restore functionality' time and adjusts it to include the time after the call was made for the current network frame. ( should result in less false positives, even though it seems they are pretty rare now )
the functionality can also be turned off server side via packet.verify false
and telling a client to resyncronize their clock does not happen as frequently, and as well can be turned off with packet.dropclockthresh 0
git-svn-id: https://garryshomepc/svn/494876-rust_src@1694 0116351e-01fd-46a3-8c09-64bf5bb0948b
weighting fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1695 0116351e-01fd-46a3-8c09-64bf5bb0948b
weighting fix part two?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1696 0116351e-01fd-46a3-8c09-64bf5bb0948b
NoteMoved now takes reference of origin, its able to manipulate it ( for teleporting ).
NoteTeleported is no longer called from truth needing to teleport ( making the next move from the client valid always )
teleporting from truth is now done by sending the owner a update, instead of using Teleport player / UnstickMove.
made sure no one can send ReadClientMove to the server in efforts to move themselves on the server.
note: we may need some way for a client to inform the server that it responded to being teleported if these changes result in people being stuck more often (now that it does not let people pass through things at all) -- which might result in truth kicks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1697 0116351e-01fd-46a3-8c09-64bf5bb0948b
incrementing protocol version and putting in shorter door rpc names.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1698 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made weapons harder to craft
git-svn-id: https://garryshomepc/svn/494876-rust_src@1699 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Revolver weapon
git-svn-id: https://garryshomepc/svn/494876-rust_src@1700 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing registry
Randomized weapon sounds more
Removed 9mm Pistol from default loadout, added Revolver instead
git-svn-id: https://garryshomepc/svn/494876-rust_src@1701 0116351e-01fd-46a3-8c09-64bf5bb0948b
tuned revolver up
git-svn-id: https://garryshomepc/svn/494876-rust_src@1702 0116351e-01fd-46a3-8c09-64bf5bb0948b
aiming for revolver includes people now.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1703 0116351e-01fd-46a3-8c09-64bf5bb0948b
added mechanical layer to player movement mask. (doors)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1704 0116351e-01fd-46a3-8c09-64bf5bb0948b
teleporting now grants 2 seconds of assumed truth.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1705 0116351e-01fd-46a3-8c09-64bf5bb0948b
Slightly lowered revolver range
Slightly increased revolver sway
Removed quality slider settings, they were broken
git-svn-id: https://garryshomepc/svn/494876-rust_src@1706 0116351e-01fd-46a3-8c09-64bf5bb0948b
undoing changes to content pipeline
git-svn-id: https://garryshomepc/svn/494876-rust_src@1707 0116351e-01fd-46a3-8c09-64bf5bb0948b
whoops
git-svn-id: https://garryshomepc/svn/494876-rust_src@1708 0116351e-01fd-46a3-8c09-64bf5bb0948b
this will fix it.
last commit of deleting those things was an accident trying to revert a the other changes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1709 0116351e-01fd-46a3-8c09-64bf5bb0948b
Metal window bars should work with truth now
Added missing surfaceinfo for metal window bars
git-svn-id: https://garryshomepc/svn/494876-rust_src@1710 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix maybe
git-svn-id: https://garryshomepc/svn/494876-rust_src@1711 0116351e-01fd-46a3-8c09-64bf5bb0948b
the old export
git-svn-id: https://garryshomepc/svn/494876-rust_src@1712 0116351e-01fd-46a3-8c09-64bf5bb0948b
doing some other checks, but want to trigger another recompile.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1713 0116351e-01fd-46a3-8c09-64bf5bb0948b
and it was the time function the whole time??
git-svn-id: https://garryshomepc/svn/494876-rust_src@1714 0116351e-01fd-46a3-8c09-64bf5bb0948b
bundling dlls inside exe on windows client.. prevents most editing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1715 0116351e-01fd-46a3-8c09-64bf5bb0948b
librust isn't there anymore !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1716 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated sounds for the bolt rifle shot+reload animations, since I fixed the lack of shell ejecting.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1717 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed this to Facepunch_Connector_VAC_Banned - it should be more obvious that the user is vac banned
git-svn-id: https://garryshomepc/svn/494876-rust_src@1718 0116351e-01fd-46a3-8c09-64bf5bb0948b
added shell ejection during shot+reload single sequence, and bullets are now visible during the multireload placeholder
git-svn-id: https://garryshomepc/svn/494876-rust_src@1719 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaked fire animation on eoka pistol
git-svn-id: https://garryshomepc/svn/494876-rust_src@1720 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for shell going too deep?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1721 0116351e-01fd-46a3-8c09-64bf5bb0948b
eoka change part two
git-svn-id: https://garryshomepc/svn/494876-rust_src@1722 0116351e-01fd-46a3-8c09-64bf5bb0948b
Shells on bolt rifle are now visible
Pipe Shotgun reload ejects a shell now
Added 9mm Pistol blueprints to the world
Fixed bug where respawning too quickly would prevent the respawn screen from appearing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1723 0116351e-01fd-46a3-8c09-64bf5bb0948b
added client convar env.clouds true/false which enables/disable clouds from rendering. ( as well as the shaders and materials that do not draw clouds )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1724 0116351e-01fd-46a3-8c09-64bf5bb0948b
truth now holds up to 16 snapshots. when someone repeatedly gets stuck it starts rewinding to put enough distance between them ( and using valid sent positions only ).
renamed NetError.Facepunch_Kick_SpeedHackz to NetError.Facepunch_Kick_Violation
I'll be testing these changes on germany 1.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1725 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed namesub not being able to be parsed if it was too long (because quotes were trimmed)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1726 0116351e-01fd-46a3-8c09-64bf5bb0948b
army bed model
git-svn-id: https://garryshomepc/svn/494876-rust_src@1727 0116351e-01fd-46a3-8c09-64bf5bb0948b
Triple bed goodness!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1728 0116351e-01fd-46a3-8c09-64bf5bb0948b
moved the reclock threshold default down. seems like it was actually working retroactively to help with the ghosting issue.
Aidin is likely going to fix the root cause of the issue now that we've got a good amount of data on the drift.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1729 0116351e-01fd-46a3-8c09-64bf5bb0948b
Completed patrol heli with full weapons.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1730 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed some old garbage at the top of human controller
git-svn-id: https://garryshomepc/svn/494876-rust_src@1731 0116351e-01fd-46a3-8c09-64bf5bb0948b
moved silencer's socket override farther back ( lasers were far ahead of it )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1732 0116351e-01fd-46a3-8c09-64bf5bb0948b
set view model flashlights (the spotlight part) to not light the view model itself.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1733 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed issues with sockets ( laser/flashlight orientation ) and re-organized code.
socket maps better handle proxy transforms in pretty much every aspect now, and solve some less-noticeable issues ( like lazy aim weapon switching resulting in lasers being 1 degree off and rare occurances of lasers/flashlights sticking around after switching weapons )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1734 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed the unity 3 soldier from project.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1735 0116351e-01fd-46a3-8c09-64bf5bb0948b
didn't mean to commit this, though i don't think it did any harm
git-svn-id: https://garryshomepc/svn/494876-rust_src@1736 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in a new run forward animation
git-svn-id: https://garryshomepc/svn/494876-rust_src@1737 0116351e-01fd-46a3-8c09-64bf5bb0948b
protocol = 1064
git-svn-id: https://garryshomepc/svn/494876-rust_src@1738 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixes for fall damage and shorter named rpcs
git-svn-id: https://garryshomepc/svn/494876-rust_src@1739 0116351e-01fd-46a3-8c09-64bf5bb0948b
ConnectionHandler now taps into the custom event override system of uLink
git-svn-id: https://garryshomepc/svn/494876-rust_src@1740 0116351e-01fd-46a3-8c09-64bf5bb0948b
the custom uLink assembly that provides the means to override expensive global callbacks ( previous commit should have been after this )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1741 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed all automatic rig avatars and animators for things that aren't animated. turns out they cause a sizable amount of lag at instantiation.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1742 0116351e-01fd-46a3-8c09-64bf5bb0948b
one more removal of animator
git-svn-id: https://garryshomepc/svn/494876-rust_src@1743 0116351e-01fd-46a3-8c09-64bf5bb0948b
monobow
git-svn-id: https://garryshomepc/svn/494876-rust_src@1744 0116351e-01fd-46a3-8c09-64bf5bb0948b
switched bow sounds to wav
git-svn-id: https://garryshomepc/svn/494876-rust_src@1745 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in new walk forward/backward animations
-made some improvements to run_forward animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1746 0116351e-01fd-46a3-8c09-64bf5bb0948b
put the old RPC in for ReadFallImpact because the old hack absolutely lags the server out logging errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@1747 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a bug with holosight.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1748 0116351e-01fd-46a3-8c09-64bf5bb0948b
whatever people are doing with hacks now causes a lot of exceptions to log in item action rpcs.
so for now i'm going to catch them before uLink logs them ( which is the most expensive part )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1749 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in new idle poses
git-svn-id: https://garryshomepc/svn/494876-rust_src@1750 0116351e-01fd-46a3-8c09-64bf5bb0948b
can now set how many mesh batch processors ( work threads ) via command line.
Using it to determine if it helps with server lag or not
git-svn-id: https://garryshomepc/svn/494876-rust_src@1751 0116351e-01fd-46a3-8c09-64bf5bb0948b
-some new idle standing animations with various weapons
git-svn-id: https://garryshomepc/svn/494876-rust_src@1752 0116351e-01fd-46a3-8c09-64bf5bb0948b
9 new grass footstep sounds
git-svn-id: https://garryshomepc/svn/494876-rust_src@1753 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some soundscapes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1754 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added VSync convar
Added Options scene, for slightly less cumbersome editing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1755 0116351e-01fd-46a3-8c09-64bf5bb0948b
Message ID 4 => sends console log
git-svn-id: https://garryshomepc/svn/494876-rust_src@1756 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Decay reset when a box is touched
git-svn-id: https://garryshomepc/svn/494876-rust_src@1757 0116351e-01fd-46a3-8c09-64bf5bb0948b
Show an icon when voice chatting. The volume flash here could probably be improved a bit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1758 0116351e-01fd-46a3-8c09-64bf5bb0948b
undid NGUI's annoying and over-intrusive custom editor for Transform.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1759 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed exploit with mouse speed reducing weapon sway
git-svn-id: https://garryshomepc/svn/494876-rust_src@1760 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in some new aim animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1761 0116351e-01fd-46a3-8c09-64bf5bb0948b
Spammy volume log removed
git-svn-id: https://garryshomepc/svn/494876-rust_src@1762 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added shared doors (needs work)
-You can set a password on your doors
-Any user who enters the right password will gain access
-If you change the password, all old users are erased
There's some problems with focus, key swallowing, and a crappy looking gui
Also I may have messed up the main menu because it shows ontop of the loading screen sometimes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1763 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing old branches
git-svn-id: https://garryshomepc/svn/494876-rust_src@1764 0116351e-01fd-46a3-8c09-64bf5bb0948b
Making new branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@1765 0116351e-01fd-46a3-8c09-64bf5bb0948b
New proto stuff for locks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1766 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1767 0116351e-01fd-46a3-8c09-64bf5bb0948b
derp indexing
git-svn-id: https://garryshomepc/svn/494876-rust_src@1768 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1769 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed weird menu issue, my fault!
Added some extra buttons and text field restrictions to the lock menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@1770 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed metal structure components needing wood to repair them, derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@1771 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lock Menu swallows chat key
git-svn-id: https://garryshomepc/svn/494876-rust_src@1772 0116351e-01fd-46a3-8c09-64bf5bb0948b
Refactored code into a subclass for lockables
git-svn-id: https://garryshomepc/svn/494876-rust_src@1773 0116351e-01fd-46a3-8c09-64bf5bb0948b
Password locking actually works now
Passwords are restricted to a 4 digit numeric access code
Locked doors worldsave works properly
git-svn-id: https://garryshomepc/svn/494876-rust_src@1774 0116351e-01fd-46a3-8c09-64bf5bb0948b
You can no longer repair something until more than 5 seconds have passed since it was last attacked
git-svn-id: https://garryshomepc/svn/494876-rust_src@1775 0116351e-01fd-46a3-8c09-64bf5bb0948b
Takedamage modifications missing from last commit
git-svn-id: https://garryshomepc/svn/494876-rust_src@1776 0116351e-01fd-46a3-8c09-64bf5bb0948b
Modified door prefabs to work with locking
Added particle system to LODGroup for camp fires so they are not visible at long range (prevents some lag)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1777 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for random headshot sounds when atttacking inanimate objects
git-svn-id: https://garryshomepc/svn/494876-rust_src@1778 0116351e-01fd-46a3-8c09-64bf5bb0948b
-walk west anims
git-svn-id: https://garryshomepc/svn/494876-rust_src@1779 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in a new sprint animation
-tweaked the walk_w animation
git-svn-id: https://garryshomepc/svn/494876-rust_src@1780 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for compiler errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@1781 0116351e-01fd-46a3-8c09-64bf5bb0948b
Testing a possible fix for AMD + Displacement + DX9 bug.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1782 0116351e-01fd-46a3-8c09-64bf5bb0948b
New Sky, New Water
git-svn-id: https://garryshomepc/svn/494876-rust_src@1783 0116351e-01fd-46a3-8c09-64bf5bb0948b
way better grass, looks better, performs better
git-svn-id: https://garryshomepc/svn/494876-rust_src@1784 0116351e-01fd-46a3-8c09-64bf5bb0948b
tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1785 0116351e-01fd-46a3-8c09-64bf5bb0948b
grass: when R8 is not supported, use either ARGB32 or Default for displacement camera, but default displacement as off when R8 is not supported AND treat RenderTextureFormat.Default as a supported format.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1786 0116351e-01fd-46a3-8c09-64bf5bb0948b
added server.ip and command line -ip to define the local ip for servers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1787 0116351e-01fd-46a3-8c09-64bf5bb0948b
grass: ExecuteInEditMode was running Start() on jenkins, causing grass to be saved as disabled.
moved the logic around a bit, but generally we shouldnt touch FPGrass.enabled
git-svn-id: https://garryshomepc/svn/494876-rust_src@1788 0116351e-01fd-46a3-8c09-64bf5bb0948b
set the two ceilings to use the "rifle" animation group like all other deployables.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1789 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set flare 3rd person light to not exclude anything from lighting ( which causes a editor error on deferred rendering )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1790 0116351e-01fd-46a3-8c09-64bf5bb0948b
More grass configuration
Added ambient music back in
git-svn-id: https://garryshomepc/svn/494876-rust_src@1791 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reduced truth violation threshold
lowered music volume by default
added new grass footsteps
git-svn-id: https://garryshomepc/svn/494876-rust_src@1792 0116351e-01fd-46a3-8c09-64bf5bb0948b
utility for blending animations and animation state values.
Contains no components and is set up as simple as possible to be used by other classes. features property drawers so everything that uses it does not require a custom editor. majority of the code files are private to the outer static class AnimationBlender.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1793 0116351e-01fd-46a3-8c09-64bf5bb0948b
usage of animation blender for idle animations on view models.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1794 0116351e-01fd-46a3-8c09-64bf5bb0948b
datablocks now call directly to the view model's Play, Crossfade, and PlayQueued methods. so that they cancel idling out and remain snappy.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1795 0116351e-01fd-46a3-8c09-64bf5bb0948b
added idle animations to revolver
git-svn-id: https://garryshomepc/svn/494876-rust_src@1796 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed all jitter fix version built in shader and fixed the materials that were some how directly referencing them.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1797 0116351e-01fd-46a3-8c09-64bf5bb0948b
cleared out some (now) missing shaders
git-svn-id: https://garryshomepc/svn/494876-rust_src@1798 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in walk backward animations
-tweaked the walk_w anims
git-svn-id: https://garryshomepc/svn/494876-rust_src@1799 0116351e-01fd-46a3-8c09-64bf5bb0948b
including what we had before that was not hidden. using magic built-in references
git-svn-id: https://garryshomepc/svn/494876-rust_src@1800 0116351e-01fd-46a3-8c09-64bf5bb0948b
another one
git-svn-id: https://garryshomepc/svn/494876-rust_src@1801 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted music volumes and start delays
tweeked grass a bit more
git-svn-id: https://garryshomepc/svn/494876-rust_src@1802 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Debug.Log text in LockEntry
Added minor brute force protection
git-svn-id: https://garryshomepc/svn/494876-rust_src@1803 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deployables can now check to ensure they are inside structures
git-svn-id: https://garryshomepc/svn/494876-rust_src@1804 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sleeping bags now reset all bags in a radius around them (anti zerg)
Added Beds - these can only be placed inside a building (with a roof) and are not affected by the bag radial cooldown (helps defenders)
Increased protocol version
fixed bug where musicplayer was not obeying start delay
git-svn-id: https://garryshomepc/svn/494876-rust_src@1805 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fucked up this blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@1806 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bed fit requirements
beds can no longer be placed on sleeping bags
git-svn-id: https://garryshomepc/svn/494876-rust_src@1807 0116351e-01fd-46a3-8c09-64bf5bb0948b
Magneta bed fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1808 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged with latest - didn't merge island map so I'm gonna end up stomping whatever is there
git-svn-id: https://garryshomepc/svn/494876-rust_src@1809 0116351e-01fd-46a3-8c09-64bf5bb0948b
When saving config, make sure the cfg folder exists.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1810 0116351e-01fd-46a3-8c09-64bf5bb0948b
Show unresponsive servers in history tab
Show last joined date in history tab
History tab always ordered by last joined time descending
git-svn-id: https://garryshomepc/svn/494876-rust_src@1811 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1812 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1813 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed crap, changed server query callback function to send separate ports
git-svn-id: https://garryshomepc/svn/494876-rust_src@1814 0116351e-01fd-46a3-8c09-64bf5bb0948b
compatibility with new tools dll
git-svn-id: https://garryshomepc/svn/494876-rust_src@1815 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1816 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1817 0116351e-01fd-46a3-8c09-64bf5bb0948b
Static world doors should no longer appear locked
you should be able to place beds on a 1x1 now
git-svn-id: https://garryshomepc/svn/494876-rust_src@1818 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1819 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1820 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1821 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1822 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1823 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1824 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1825 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1826 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1827 0116351e-01fd-46a3-8c09-64bf5bb0948b
Expensive debug log call
git-svn-id: https://garryshomepc/svn/494876-rust_src@1828 0116351e-01fd-46a3-8c09-64bf5bb0948b
don't mess with server.ip if -ip is not there
git-svn-id: https://garryshomepc/svn/494876-rust_src@1829 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't bother asking for favourite servers - we're not using it. (todo: strip it out)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1830 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed modded servers showing in community tab AND modded tab
Added server favouriting
git-svn-id: https://garryshomepc/svn/494876-rust_src@1831 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1832 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1833 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1834 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed flare errors and #if CLIENT 'd much of IHeldItem because its confusing to have things look like they get called on server when they don't ( which was the flare issue )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1835 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in replacement walk animations that work with the current animation system.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1836 0116351e-01fd-46a3-8c09-64bf5bb0948b
cleaned and reduced console output on server significantly, simplified save loading code and added save.profile to profile save times. http://puu.sh/6zMPR.png
git-svn-id: https://garryshomepc/svn/494876-rust_src@1837 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed animation blender files and further encapsulated its usage in view model ( as idle animation layer )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1838 0116351e-01fd-46a3-8c09-64bf5bb0948b
-Mecanim system for Rust Player
git-svn-id: https://garryshomepc/svn/494876-rust_src@1839 0116351e-01fd-46a3-8c09-64bf5bb0948b
-oops forgot to commit the mecanim_test scene
git-svn-id: https://garryshomepc/svn/494876-rust_src@1840 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fuck me.. here's the scripts.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1841 0116351e-01fd-46a3-8c09-64bf5bb0948b
the anim controllers, and the body mask for the upprebody aim layer
git-svn-id: https://garryshomepc/svn/494876-rust_src@1842 0116351e-01fd-46a3-8c09-64bf5bb0948b
-commiting some stuff that might fix something broken
git-svn-id: https://garryshomepc/svn/494876-rust_src@1843 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1844 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1845 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1846 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1847 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1848 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1849 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1850 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1851 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sends information about the user to our global log every 10 minutes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1852 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1853 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1854 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1855 0116351e-01fd-46a3-8c09-64bf5bb0948b
Logs stuff to c++ on client
Server connect now sends hostname, modded, official on connect
This is all kind of boilerplate and testing shit right now, but should be relatively safe to make live
git-svn-id: https://garryshomepc/svn/494876-rust_src@1856 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adjusted new grass textures not to have faked AO near the bottoms (makes it look better from above)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1857 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generic spawner can now take an override list (eventually the only way)
-This has bugs, it is keeping references during copy for some reason
git-svn-id: https://garryshomepc/svn/494876-rust_src@1858 0116351e-01fd-46a3-8c09-64bf5bb0948b
Footsteps wont play the same sound twice
git-svn-id: https://garryshomepc/svn/494876-rust_src@1859 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made some adjustments to the level, fixing minor glitches like floating buildings etc
Added a rock area where the warehouse used to be
lowered amount of boxes that spawn
removed zombies from spawning
git-svn-id: https://garryshomepc/svn/494876-rust_src@1860 0116351e-01fd-46a3-8c09-64bf5bb0948b
Some broken ass AI code
AI no longer slows down while chasing you running backwards (could be exploited to never take damage) (working)
Hostile wildlife runs away from you if you are in an area they can not reach (like foundations) ( working )
Wildlife should run away from hostile wildlife like wolves etc (not fully working)
Spawnlists for replacing zombie spawners (not fully working)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1861 0116351e-01fd-46a3-8c09-64bf5bb0948b
frame rate independent smoothing of height changes for crouching, no more extreme vertical jitter from standing on edged faces.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1862 0116351e-01fd-46a3-8c09-64bf5bb0948b
server now forces there to be no more than 1 mesh batch work thread which helps servers locked to a single core, because servers only do collider combining which limits integration to one mesh per frame it shouldn't be noticeable for servers that aren't limited to a single core.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1863 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for client ( from last second change )
git-svn-id: https://garryshomepc/svn/494876-rust_src@1864 0116351e-01fd-46a3-8c09-64bf5bb0948b
Game Feedback
+ No more JSON
+ Binary format
+ Less discoverable
+ Smaller
+ More compressable
git-svn-id: https://garryshomepc/svn/494876-rust_src@1865 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed to binary writing logging. This should minimize snoopers.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1866 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1867 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1868 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1869 0116351e-01fd-46a3-8c09-64bf5bb0948b
Send assembly info on windows
git-svn-id: https://garryshomepc/svn/494876-rust_src@1870 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1871 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1872 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1873 0116351e-01fd-46a3-8c09-64bf5bb0948b
Logging: Hardware info
git-svn-id: https://garryshomepc/svn/494876-rust_src@1874 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed accidentally writing to disk
Increased version
git-svn-id: https://garryshomepc/svn/494876-rust_src@1875 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1876 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1877 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1878 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed terrible bug, was logging hardware every frame !
Frame Timer wasn't being reset, so was logging every frame, instead of every 0.5 seconds
Increased version to 4
git-svn-id: https://garryshomepc/svn/494876-rust_src@1879 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1880 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1881 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1882 0116351e-01fd-46a3-8c09-64bf5bb0948b
Take a cheeky screenshot every 6 minutes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1883 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1884 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1885 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1886 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1887 0116351e-01fd-46a3-8c09-64bf5bb0948b
Include count in post vars
version 5
git-svn-id: https://garryshomepc/svn/494876-rust_src@1888 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1889 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1890 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1891 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wildlife reacts to hostile wildlife and gunshots
fixed some movement bugs with wildlife
limited resources from 'mutant' wildlife
git-svn-id: https://garryshomepc/svn/494876-rust_src@1892 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed genericspawner references being wrong for spawned objects
git-svn-id: https://garryshomepc/svn/494876-rust_src@1893 0116351e-01fd-46a3-8c09-64bf5bb0948b
Weapons fire off a Fear audible message
git-svn-id: https://garryshomepc/svn/494876-rust_src@1894 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a timed lockable object added to player bags - owner can open, others must wait 5 minutes
player bags stick around for 10 minutes instead of 5
git-svn-id: https://garryshomepc/svn/494876-rust_src@1895 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added lockpick item - currently can only be used on timed lockables
git-svn-id: https://garryshomepc/svn/494876-rust_src@1896 0116351e-01fd-46a3-8c09-64bf5bb0948b
A few missing files
git-svn-id: https://garryshomepc/svn/494876-rust_src@1897 0116351e-01fd-46a3-8c09-64bf5bb0948b
Screenshot every 16 minutes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1898 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1899 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1900 0116351e-01fd-46a3-8c09-64bf5bb0948b
We're probably more interested in exceptions than Errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@1901 0116351e-01fd-46a3-8c09-64bf5bb0948b
The stack trace isn't passed in non development builds, so create one ourselves
git-svn-id: https://garryshomepc/svn/494876-rust_src@1902 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hopefully, no more exceptions when capturing screenshots !
git-svn-id: https://garryshomepc/svn/494876-rust_src@1903 0116351e-01fd-46a3-8c09-64bf5bb0948b
This isn't an error
git-svn-id: https://garryshomepc/svn/494876-rust_src@1904 0116351e-01fd-46a3-8c09-64bf5bb0948b
Not errors
git-svn-id: https://garryshomepc/svn/494876-rust_src@1905 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed derpy code, lockpicking works now
git-svn-id: https://garryshomepc/svn/494876-rust_src@1906 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lowered effectiveness of chicken on healing
Lowered chicken drop rates
git-svn-id: https://garryshomepc/svn/494876-rust_src@1907 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't log speed differences from spawning (being at 0,0,0)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1908 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lockpick default blueprint
git-svn-id: https://garryshomepc/svn/494876-rust_src@1909 0116351e-01fd-46a3-8c09-64bf5bb0948b
Should trace height better
git-svn-id: https://garryshomepc/svn/494876-rust_src@1910 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed as much code out of take damage as possible
- removed virtual methods that were there for future proofing i guess
- removed lots of overloads
- added TakeDamage.Quantity which implicitly casts from float or DamageTypeList (so we don't need so many paths of execution)
- removed lots of functions that were plainly not used.
- took line count down
git-svn-id: https://garryshomepc/svn/494876-rust_src@1911 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed some optional parameters throughout sockets, since the first parameter is overloaded generically it causes compile issues if you do not specify the optional parameter
git-svn-id: https://garryshomepc/svn/494876-rust_src@1912 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lag spike fix (1/3) -- Added StaticQueue<,> collection, which provides much of the brute work involved with having an optimal static queue that can be used to throttle scheduling tests.
So to be clear this is the 90 percent of the code you don't want to see in the same script file as a game feature. When something utilizes it they write much less code to do so and don't give up performance from it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1913 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lag spike fix (2/3) -- Utilizing StaticQueue in EnvDecay.cs. Adds about 80 lines but makes a huge difference performance wise and axes all Invoke code which does not rely on randomness to keep stuff optimal
git-svn-id: https://garryshomepc/svn/494876-rust_src@1914 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lag spike fix (3/3) -- Similar utilization applied to StructureMaster. The server will calculate decay for no more than 1 structure per server frame, and since its not using invokerepeating the timing is extremely less sensitive and random (but still accurate).
git-svn-id: https://garryshomepc/svn/494876-rust_src@1915 0116351e-01fd-46a3-8c09-64bf5bb0948b
client fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@1916 0116351e-01fd-46a3-8c09-64bf5bb0948b
temp fix for censored pants
git-svn-id: https://garryshomepc/svn/494876-rust_src@1917 0116351e-01fd-46a3-8c09-64bf5bb0948b
tuned animation parameters up a bit and fixed up some of the item placement stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@1918 0116351e-01fd-46a3-8c09-64bf5bb0948b
scaled the rock attack animation to play on hit better
git-svn-id: https://garryshomepc/svn/494876-rust_src@1919 0116351e-01fd-46a3-8c09-64bf5bb0948b
It's probably more useful to us to have the whole stack
git-svn-id: https://garryshomepc/svn/494876-rust_src@1920 0116351e-01fd-46a3-8c09-64bf5bb0948b
New rock ores with damaged states.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1921 0116351e-01fd-46a3-8c09-64bf5bb0948b
Should fix errors where the screenshot was throwing errors for not being in the render loop
I somehow doubt this will capture overlays though :/
git-svn-id: https://garryshomepc/svn/494876-rust_src@1922 0116351e-01fd-46a3-8c09-64bf5bb0948b
Hopefully a more reliable way to get a stacktrace
git-svn-id: https://garryshomepc/svn/494876-rust_src@1923 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated version to 6
git-svn-id: https://garryshomepc/svn/494876-rust_src@1924 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1925 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1926 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1927 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sending CRCs as ints, makes things easier on the other end
git-svn-id: https://garryshomepc/svn/494876-rust_src@1928 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1929 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1930 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1931 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1932 0116351e-01fd-46a3-8c09-64bf5bb0948b
-removing the mecanim animations off of here (as i'm going to be keeping the mecanim stuff on rust_staging until it's 100% done; )
-adjusting the walking animations timing values
git-svn-id: https://garryshomepc/svn/494876-rust_src@1933 0116351e-01fd-46a3-8c09-64bf5bb0948b
further fixed up the placeholder animations
git-svn-id: https://garryshomepc/svn/494876-rust_src@1934 0116351e-01fd-46a3-8c09-64bf5bb0948b
merge typo
git-svn-id: https://garryshomepc/svn/494876-rust_src@1935 0116351e-01fd-46a3-8c09-64bf5bb0948b
-added aim up/down animations for each of the weapons (pistol/rifle/hatchet/pickaxe/rock)
-fixed the attack animatons so they dont include any lower body movement
git-svn-id: https://garryshomepc/svn/494876-rust_src@1936 0116351e-01fd-46a3-8c09-64bf5bb0948b
Screenshots now encoded to jpeg + sent on the c++ side
git-svn-id: https://garryshomepc/svn/494876-rust_src@1937 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed how screenshots are captured, so it captures the cheat overlays too
Obfuscated librust exports
git-svn-id: https://garryshomepc/svn/494876-rust_src@1938 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1939 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1940 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1941 0116351e-01fd-46a3-8c09-64bf5bb0948b
Upping version so we can tell which screenshots are using the new system
git-svn-id: https://garryshomepc/svn/494876-rust_src@1942 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1943 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1944 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1945 0116351e-01fd-46a3-8c09-64bf5bb0948b
Try to make screen capture more reliable
git-svn-id: https://garryshomepc/svn/494876-rust_src@1946 0116351e-01fd-46a3-8c09-64bf5bb0948b
CRC all the dlls we can find
git-svn-id: https://garryshomepc/svn/494876-rust_src@1947 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1948 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1949 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1950 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lowercase crc'd names
When quitting and flushing, wait for http query to finish before exiting
git-svn-id: https://garryshomepc/svn/494876-rust_src@1951 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1952 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1953 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1954 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1955 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1956 0116351e-01fd-46a3-8c09-64bf5bb0948b
got all of mihns animations in the legacy system, timed out melee attack playback rates and configured all aim angles
git-svn-id: https://garryshomepc/svn/494876-rust_src@1957 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missing meta folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@1958 0116351e-01fd-46a3-8c09-64bf5bb0948b
New arms and textures. Textures still need some adjustment to be 100% but good to go.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1959 0116351e-01fd-46a3-8c09-64bf5bb0948b
Servers can now specify -steamgroup - which should add the server tag sg:<steamgroupid>
git-svn-id: https://garryshomepc/svn/494876-rust_src@1960 0116351e-01fd-46a3-8c09-64bf5bb0948b
PAT: Can you stop these files from being constantly created?
git-svn-id: https://garryshomepc/svn/494876-rust_src@1961 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam game servers now send feedback too
git-svn-id: https://garryshomepc/svn/494876-rust_src@1962 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1963 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1964 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1965 0116351e-01fd-46a3-8c09-64bf5bb0948b
Send module info to us too
Added string hasher
git-svn-id: https://garryshomepc/svn/494876-rust_src@1966 0116351e-01fd-46a3-8c09-64bf5bb0948b
uploading new torch model and textures.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1967 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for dynamic modules
git-svn-id: https://garryshomepc/svn/494876-rust_src@1968 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed module check to not hitch framerate
git-svn-id: https://garryshomepc/svn/494876-rust_src@1969 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lets have a delayed start too, just incase something is injected after x seconds
+ lets fix compile error
git-svn-id: https://garryshomepc/svn/494876-rust_src@1970 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed GameUI Scene to create from prefabs rather than editing all of the UI in one scene, which isn't very svn friendly
git-svn-id: https://garryshomepc/svn/494876-rust_src@1971 0116351e-01fd-46a3-8c09-64bf5bb0948b
updating arms colour map.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1972 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missed meta file
git-svn-id: https://garryshomepc/svn/494876-rust_src@1973 0116351e-01fd-46a3-8c09-64bf5bb0948b
Menu ordering issues
git-svn-id: https://garryshomepc/svn/494876-rust_src@1974 0116351e-01fd-46a3-8c09-64bf5bb0948b
Testing a crazy theory
git-svn-id: https://garryshomepc/svn/494876-rust_src@1975 0116351e-01fd-46a3-8c09-64bf5bb0948b
I've got a feeling this is the answer.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1976 0116351e-01fd-46a3-8c09-64bf5bb0948b
There's a weird bug with DontDestroyOnLoad in release builds - that means the way I tried to make it doesn't actually work. So reverting to the old way, but with prefabs. Which is kind of the same, but kind of messy, but kind of not messy at all.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1977 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up item rep placement -- we should put a update out today now, everythings good to go
git-svn-id: https://garryshomepc/svn/494876-rust_src@1978 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1979 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1980 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1981 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1982 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1983 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed URL
AndWait was the wrong way around (!)
git-svn-id: https://garryshomepc/svn/494876-rust_src@1984 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1985 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1986 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1987 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lets capture frame stats every 2 seconds instead of every 0.5 seconds
git-svn-id: https://garryshomepc/svn/494876-rust_src@1988 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't yield in the middle of this ya dumb cunt
git-svn-id: https://garryshomepc/svn/494876-rust_src@1989 0116351e-01fd-46a3-8c09-64bf5bb0948b
Singletons should be single.. stupid!
git-svn-id: https://garryshomepc/svn/494876-rust_src@1990 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1991 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1992 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@1993 0116351e-01fd-46a3-8c09-64bf5bb0948b
Small pivot fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@1994 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wildlife flees from bullet impacts
WIP of workbench/crafting speed mods
git-svn-id: https://garryshomepc/svn/494876-rust_src@1995 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed bugs and workbench speed boost actually works nicely now
git-svn-id: https://garryshomepc/svn/494876-rust_src@1996 0116351e-01fd-46a3-8c09-64bf5bb0948b
New woodpile model with textures and collision meshes.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1997 0116351e-01fd-46a3-8c09-64bf5bb0948b
Small pivot tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@1998 0116351e-01fd-46a3-8c09-64bf5bb0948b
Placement fix - woodpile.
git-svn-id: https://garryshomepc/svn/494876-rust_src@1999 0116351e-01fd-46a3-8c09-64bf5bb0948b
protocol increase
git-svn-id: https://garryshomepc/svn/494876-rust_src@2000 0116351e-01fd-46a3-8c09-64bf5bb0948b
Pivot fixes for the new rock ores.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2001 0116351e-01fd-46a3-8c09-64bf5bb0948b
Make sure this is sending the right types
git-svn-id: https://garryshomepc/svn/494876-rust_src@2002 0116351e-01fd-46a3-8c09-64bf5bb0948b
rebuilt navmesh
git-svn-id: https://garryshomepc/svn/494876-rust_src@2003 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added support for resource nodes to reflect their contents and transition to different models based on size
Did this for woodpiles
git-svn-id: https://garryshomepc/svn/494876-rust_src@2004 0116351e-01fd-46a3-8c09-64bf5bb0948b
working navmesh, hopefully
git-svn-id: https://garryshomepc/svn/494876-rust_src@2005 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added new Ores with multiple meshes
git-svn-id: https://garryshomepc/svn/494876-rust_src@2006 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed jumpy wildlife
git-svn-id: https://garryshomepc/svn/494876-rust_src@2007 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed annoying logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@2008 0116351e-01fd-46a3-8c09-64bf5bb0948b
protocol increase
git-svn-id: https://garryshomepc/svn/494876-rust_src@2009 0116351e-01fd-46a3-8c09-64bf5bb0948b
First pass at NGC view pooling.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2010 0116351e-01fd-46a3-8c09-64bf5bb0948b
Minor script modifications to support pooling properly
git-svn-id: https://garryshomepc/svn/494876-rust_src@2011 0116351e-01fd-46a3-8c09-64bf5bb0948b
The trunk is not the place for experiments. Please start a branch.
Please don't commit dlls without source code.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2012 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2013 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2014 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2015 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2016 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2017 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2018 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moved insane serverside connection system to its own folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@2019 0116351e-01fd-46a3-8c09-64bf5bb0948b
item desc for lockpick
removing debug.log calls
git-svn-id: https://garryshomepc/svn/494876-rust_src@2020 0116351e-01fd-46a3-8c09-64bf5bb0948b
dumb logs
git-svn-id: https://garryshomepc/svn/494876-rust_src@2021 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated startup screen with new logo
git-svn-id: https://garryshomepc/svn/494876-rust_src@2022 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed oil area not having collision on rocks
Fixed Stone resource node not spawning everywhere
git-svn-id: https://garryshomepc/svn/494876-rust_src@2023 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a simple hack for the resource smoke being a beacon at night (we need to add shaded particles soon)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2024 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed a million wolves
git-svn-id: https://garryshomepc/svn/494876-rust_src@2025 0116351e-01fd-46a3-8c09-64bf5bb0948b
Potential fix for stuck AI
git-svn-id: https://garryshomepc/svn/494876-rust_src@2026 0116351e-01fd-46a3-8c09-64bf5bb0948b
More typos and stupid fixes for stupid bullshit because I've had no sleep
git-svn-id: https://garryshomepc/svn/494876-rust_src@2027 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for bow suicide hack (potentially?)
TODO: decide if the check added to droprpc should be done on everything using it by default. I'm not 100% confident and would take time to test every weapon so i'm putting it up as is right now since the bow definitely seems to be exploitable more than other things.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2028 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moved the fix for the bow to everything by default. All action RPC's as well as human updates will now drop if the sender client is not the owner (on server).
git-svn-id: https://garryshomepc/svn/494876-rust_src@2029 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed rock collision/position differences
git-svn-id: https://garryshomepc/svn/494876-rust_src@2030 0116351e-01fd-46a3-8c09-64bf5bb0948b
destroying all audio sources and particle emitters on server
git-svn-id: https://garryshomepc/svn/494876-rust_src@2031 0116351e-01fd-46a3-8c09-64bf5bb0948b
and forgot this one derp
git-svn-id: https://garryshomepc/svn/494876-rust_src@2032 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged
git-svn-id: https://garryshomepc/svn/494876-rust_src@2033 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed shelters sheltering themselves from decay
rebaked navmesh again, should be more accurate
git-svn-id: https://garryshomepc/svn/494876-rust_src@2034 0116351e-01fd-46a3-8c09-64bf5bb0948b
35 minutes between screenshots (instead of 12)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2035 0116351e-01fd-46a3-8c09-64bf5bb0948b
Actually, lets make it random, from between 5 minutes and 2 hours
git-svn-id: https://garryshomepc/svn/494876-rust_src@2036 0116351e-01fd-46a3-8c09-64bf5bb0948b
Send feedback every 30 mins instead of every 10 mins
git-svn-id: https://garryshomepc/svn/494876-rust_src@2037 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2038 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2039 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2040 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed some animation related stuff from some prefabs
Made SetupForServer destroy animators
git-svn-id: https://garryshomepc/svn/494876-rust_src@2041 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2042 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2043 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed a tonne of animation components incase they're causing leaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@2044 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for doors to decay touch things other than structure components
git-svn-id: https://garryshomepc/svn/494876-rust_src@2045 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed client roughly. pretty sure that trans carrier stuff is server side only, we should probably #if SERVER most of it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2046 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2047 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2048 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disabled gamefeedback for server (to see whether that's the problem)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2049 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2050 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2051 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2052 0116351e-01fd-46a3-8c09-64bf5bb0948b
re-enabled serverside feedback
git-svn-id: https://garryshomepc/svn/494876-rust_src@2053 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2054 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2055 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2056 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2057 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2058 0116351e-01fd-46a3-8c09-64bf5bb0948b
DepatConnection - still contains debug output while I test it on our own servers to spot potential problems
Removed GameEvents/PluginEvents because they literally do nothing
git-svn-id: https://garryshomepc/svn/494876-rust_src@2059 0116351e-01fd-46a3-8c09-64bf5bb0948b
Client fixes
git-svn-id: https://garryshomepc/svn/494876-rust_src@2060 0116351e-01fd-46a3-8c09-64bf5bb0948b
I am guessing that the order of this is important
git-svn-id: https://garryshomepc/svn/494876-rust_src@2061 0116351e-01fd-46a3-8c09-64bf5bb0948b
New campfire model.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2062 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deleted 11 files, millions of classes
Replaced with 2 files, 2 classes
git-svn-id: https://garryshomepc/svn/494876-rust_src@2063 0116351e-01fd-46a3-8c09-64bf5bb0948b
Remove the connection on auth deny
git-svn-id: https://garryshomepc/svn/494876-rust_src@2064 0116351e-01fd-46a3-8c09-64bf5bb0948b
too many players.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2065 0116351e-01fd-46a3-8c09-64bf5bb0948b
if OnSteamAuthorization called on already connected user - it probably means kick them because they've logged in somewhere else
steam auth call balances
git-svn-id: https://garryshomepc/svn/494876-rust_src@2066 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed last segment of ores hovering above the ground
git-svn-id: https://garryshomepc/svn/494876-rust_src@2067 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed Wolves not scaring other animals away while they are engaged in attacking or chasing
git-svn-id: https://garryshomepc/svn/494876-rust_src@2068 0116351e-01fd-46a3-8c09-64bf5bb0948b
Popup when inventory full and you're trying to gather resources
git-svn-id: https://garryshomepc/svn/494876-rust_src@2069 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rebalanced distances for scaring wildlife from gunshots
git-svn-id: https://garryshomepc/svn/494876-rust_src@2070 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fix for falldamage death while harvesting rocks, This should be redone and the CCMotor.velocity should be replaced to use something more reliable
git-svn-id: https://garryshomepc/svn/494876-rust_src@2071 0116351e-01fd-46a3-8c09-64bf5bb0948b
Metal window bars are now thinner and take up less screen real estate when peeking/shooting through them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2072 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can't place shelters ontop of people anymore to trap them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2073 0116351e-01fd-46a3-8c09-64bf5bb0948b
Can't place barricades on barricades and other deployable on deployable fixes (using a temp solution)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2074 0116351e-01fd-46a3-8c09-64bf5bb0948b
GenericSpawner now spawns things on the navmesh
AI should figure out if it's stuck or not quite a bit faster and is less exploitable
git-svn-id: https://garryshomepc/svn/494876-rust_src@2075 0116351e-01fd-46a3-8c09-64bf5bb0948b
Renaming
git-svn-id: https://garryshomepc/svn/494876-rust_src@2076 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing inactive branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2077 0116351e-01fd-46a3-8c09-64bf5bb0948b
Delete inactive branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2078 0116351e-01fd-46a3-8c09-64bf5bb0948b
No more auth messages
git-svn-id: https://garryshomepc/svn/494876-rust_src@2079 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing a bunch of debug output. Added try catch around disconnection routines. These shouldn't ever be allowed to fail.
Made truth detector log before kick, so we know who it is.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2080 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2081 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2082 0116351e-01fd-46a3-8c09-64bf5bb0948b
should fix helk's build issue
git-svn-id: https://garryshomepc/svn/494876-rust_src@2083 0116351e-01fd-46a3-8c09-64bf5bb0948b
nicer kick on event messages
git-svn-id: https://garryshomepc/svn/494876-rust_src@2084 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2085 0116351e-01fd-46a3-8c09-64bf5bb0948b
Better messages on auth fail
official servers now query our API to see if user is marked as a cheat
Removed some unused 'emergency drop' code
git-svn-id: https://garryshomepc/svn/494876-rust_src@2086 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed zombie assets!
git-svn-id: https://garryshomepc/svn/494876-rust_src@2087 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed cheaters.txt - now logs to gamefeedback log
git-svn-id: https://garryshomepc/svn/494876-rust_src@2088 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2089 0116351e-01fd-46a3-8c09-64bf5bb0948b
Manually delete the http query instead of thread self destruction
git-svn-id: https://garryshomepc/svn/494876-rust_src@2090 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam crash reporting
git-svn-id: https://garryshomepc/svn/494876-rust_src@2091 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2092 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2093 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2094 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2095 0116351e-01fd-46a3-8c09-64bf5bb0948b
API failure NiceString
git-svn-id: https://garryshomepc/svn/494876-rust_src@2096 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed non-exploding animals
git-svn-id: https://garryshomepc/svn/494876-rust_src@2097 0116351e-01fd-46a3-8c09-64bf5bb0948b
cleanup of libraries solution/project layout
git-svn-id: https://garryshomepc/svn/494876-rust_src@2098 0116351e-01fd-46a3-8c09-64bf5bb0948b
MeshBatch: fix for mismatching triangle index.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2099 0116351e-01fd-46a3-8c09-64bf5bb0948b
MeshBatch: mesh colliders are inserted/integrated during fixed update by default.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2100 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated libraries (w/ mesh batch fixes)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2101 0116351e-01fd-46a3-8c09-64bf5bb0948b
one fix to model importer that i forgot to commit way back ( the dll is live for it now )
fix for issue introduced with unity making AnimationUtility.StartAnimationMode obsolete.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2102 0116351e-01fd-46a3-8c09-64bf5bb0948b
Rolling errorlog version
git-svn-id: https://garryshomepc/svn/494876-rust_src@2103 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2104 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2105 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2106 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed structure master to remove positional nodes when components are removed on client.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2107 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed timed explosion to properly apply direct damage and it now builds a list of things to damage before actually hurting anything.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2108 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed up blocking detection for explosion helper to treat colliders that overlap the explosion exact point, or otherwise cannot be casted to from it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2109 0116351e-01fd-46a3-8c09-64bf5bb0948b
#if CLIENT'd game gizmo wave animation
git-svn-id: https://garryshomepc/svn/494876-rust_src@2110 0116351e-01fd-46a3-8c09-64bf5bb0948b
added alternate mesh orientation option to game gizmo and exposed some of its setup protected. hideMesh can be set to true to not draw the mesh (arrow) and added carrierRenderer field to instance which is used by the next thing i'm about to commit.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2111 0116351e-01fd-46a3-8c09-64bf5bb0948b
added GameGizmoWaveAnimationCarrier, which extends GameGizmoWaveAnimation and utilizes the carrier renderer to highlight what something is going to be placed on ( made with explosive charges in mind )
git-svn-id: https://garryshomepc/svn/494876-rust_src@2112 0116351e-01fd-46a3-8c09-64bf5bb0948b
BounceArrowCarrierPreview game gizmo, which utilizes everything previously posted, and some quick shaders and materials for it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2113 0116351e-01fd-46a3-8c09-64bf5bb0948b
DeployableItem/DataBlock changes (sorry for long message)
New Fields:
neverGrabCarrier: which when enabled will not invoke GrabCarrier() on deployed items
carrierSphereCastMode: helps reduce result differences from differences in server colliders when it comes to carrier. can be set to one of the three values
Allow which keeps things working as they did previously
AdjustedRay which gets the hit point of the sphere cast, then raycasts to it, using only what the result of that is for carrier.
InputRay which forces a normal raycast to occur to pick up on the carrier ( does not bend to sphere result ).
Bug Fixes:
the down raycast from when forward cast fails to hit anything now uses mesh batch raycasting to properly pick up the carrier.
New:
the carrierRenderer is now set for game gizmos properly.
Changes:
set CheckPlacementResults to utilize a out variable for the results structure to avoid a copy.
since pretty much everywhere CheckPlacementResults was being used just called .Valid() off the results, i replaced those instances with CheckPlacement. if there was a reason for this, i commented out what it would look like to actually get the results where it was previously.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2114 0116351e-01fd-46a3-8c09-64bf5bb0948b
modified build (scene) grooming to remove more stuff that would be pointless in related builds.
should reduce stuff like the few running particle effects and audio sources for server.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2115 0116351e-01fd-46a3-8c09-64bf5bb0948b
updated explosive charge item data block to use the new game gizmo and other features introduced in the past few commits
git-svn-id: https://garryshomepc/svn/494876-rust_src@2116 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set ConsoleNetworker.Broadcast to use uLink.RPCMode.Others instead of uLink.RPCMode.All ( which caused CL_ConsoleMessage to invoke itself on the server )
git-svn-id: https://garryshomepc/svn/494876-rust_src@2117 0116351e-01fd-46a3-8c09-64bf5bb0948b
disabled decay while the game is loading.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2118 0116351e-01fd-46a3-8c09-64bf5bb0948b
fix for capsule mesh generation where it'd have a flat side (for tree colliders)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2119 0116351e-01fd-46a3-8c09-64bf5bb0948b
rebuilt tree colliders
git-svn-id: https://garryshomepc/svn/494876-rust_src@2120 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2121 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2122 0116351e-01fd-46a3-8c09-64bf5bb0948b
Commands to check whether user is in steam group
git-svn-id: https://garryshomepc/svn/494876-rust_src@2123 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2124 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2125 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2126 0116351e-01fd-46a3-8c09-64bf5bb0948b
server.steamgroup is now enforced (if set)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2127 0116351e-01fd-46a3-8c09-64bf5bb0948b
applied a similar limiter that structure decay uses to env decay. no more than 8 env decays will run expensive operations per frame with max of 100 being tested.
it doesn't seem to really be an issue but it does kind of spike out slightly at times.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2128 0116351e-01fd-46a3-8c09-64bf5bb0948b
struct BufferHealthRPC to avoid networking health values for things which are at max health.
Reduces the amount of copy-paste code and should take a sizable chunk out of the send buffer usage when you factor in pillars/foundations which remain at max health most of the time.
Also unbuffers things being repaired to full health.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2129 0116351e-01fd-46a3-8c09-64bf5bb0948b
took the damage fade logic from HealthTextureDimmer and StructureComponent which was copy-paste into a small reusable struct anything can use.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2130 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed security issues with deployable object ClientHealthUpdate, Client_OnKilled and GetOwnerInfo. any client could have rpc'd the server and altered or deleted the object.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2131 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed security issues with StructureComponent's rpcs "ClientHealthUpdate", "ClientKilled", "SMSet" all of which would have altered server side data or destroyed.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2132 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed security issues with StructureMaster's rpcs "GetOwnerInfo" all of which would have altered server side data.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2133 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed security issues with NGC, possibly allowing clients to delete/add objects.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2134 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing this art folder. Please use the https://facepunch.svn.beanstalkapp.com/rust_art/ repo instead
git-svn-id: https://garryshomepc/svn/494876-rust_src@2135 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up
git-svn-id: https://garryshomepc/svn/494876-rust_src@2136 0116351e-01fd-46a3-8c09-64bf5bb0948b
d: ?
git-svn-id: https://garryshomepc/svn/494876-rust_src@2137 0116351e-01fd-46a3-8c09-64bf5bb0948b
Steam Group Functions
git-svn-id: https://garryshomepc/svn/494876-rust_src@2138 0116351e-01fd-46a3-8c09-64bf5bb0948b
New server whitelist category on server menu
git-svn-id: https://garryshomepc/svn/494876-rust_src@2139 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2140 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2141 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2142 0116351e-01fd-46a3-8c09-64bf5bb0948b
SteamServer_GetSteamID etc
git-svn-id: https://garryshomepc/svn/494876-rust_src@2143 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2144 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2145 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2146 0116351e-01fd-46a3-8c09-64bf5bb0948b
SteamUser binds
git-svn-id: https://garryshomepc/svn/494876-rust_src@2147 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2148 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2149 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2150 0116351e-01fd-46a3-8c09-64bf5bb0948b
Server sends its steamid, ip and port to user on connect
Client tries to advertise the game if it has that information
git-svn-id: https://garryshomepc/svn/494876-rust_src@2151 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated old icon
git-svn-id: https://garryshomepc/svn/494876-rust_src@2152 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed cars, removed horrible in-world labels
*** player labels are missing - I am working on it ***
git-svn-id: https://garryshomepc/svn/494876-rust_src@2153 0116351e-01fd-46a3-8c09-64bf5bb0948b
Webplayer isn't used anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@2154 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added Player.cs - a generic nice place to put player set up code (which doesn't seem to exist right now outside of plugins??)
Added GameTip.cs - which when attached to a renderer tries to draw a tooltip on it
Added GameTooltipManager.cs - which handles a bunch of tooltip stuff (like pooling)
(I haven't done a cleanup pass over this code yet, I just got it working)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2155 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2156 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2157 0116351e-01fd-46a3-8c09-64bf5bb0948b
increased protocol to 1068
git-svn-id: https://garryshomepc/svn/494876-rust_src@2158 0116351e-01fd-46a3-8c09-64bf5bb0948b
Add server version to tags
only show servers with server version in tags
hide vac secure servers from vac banned people and vac insecure servers away from non vac banned people
This should speed up the server list refresh on the dev version
git-svn-id: https://garryshomepc/svn/494876-rust_src@2159 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2160 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2161 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2162 0116351e-01fd-46a3-8c09-64bf5bb0948b
Wrong array
git-svn-id: https://garryshomepc/svn/494876-rust_src@2163 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2164 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2165 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2166 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing InfoLabelProbe
git-svn-id: https://garryshomepc/svn/494876-rust_src@2167 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed missing tooltip scripts from prefabs
git-svn-id: https://garryshomepc/svn/494876-rust_src@2168 0116351e-01fd-46a3-8c09-64bf5bb0948b
Attached tooltip to head mesh (they only draw when this mesh is drawn)
Scale tooltips by fov, more of an in world feel
Removed tooltip lerp because it was terrible
git-svn-id: https://garryshomepc/svn/494876-rust_src@2169 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2170 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2171 0116351e-01fd-46a3-8c09-64bf5bb0948b
Limit server hostname size in server browser (discourage branding, tagging)
if the hostname contains oxide or rust++ and isn't set as modded - don't show it at all
git-svn-id: https://garryshomepc/svn/494876-rust_src@2172 0116351e-01fd-46a3-8c09-64bf5bb0948b
Protocol should MATCH - but just be newer
git-svn-id: https://garryshomepc/svn/494876-rust_src@2173 0116351e-01fd-46a3-8c09-64bf5bb0948b
Missed an =
git-svn-id: https://garryshomepc/svn/494876-rust_src@2174 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging.. (to 2043)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2175 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged to 2059
git-svn-id: https://garryshomepc/svn/494876-rust_src@2176 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged to 2090
git-svn-id: https://garryshomepc/svn/494876-rust_src@2177 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged to 2107
git-svn-id: https://garryshomepc/svn/494876-rust_src@2178 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged to 2134
git-svn-id: https://garryshomepc/svn/494876-rust_src@2179 0116351e-01fd-46a3-8c09-64bf5bb0948b
This part of the branch won't merge.. so doing it manually
git-svn-id: https://garryshomepc/svn/494876-rust_src@2180 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge finished !
git-svn-id: https://garryshomepc/svn/494876-rust_src@2181 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaning up after merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@2182 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated TOS
git-svn-id: https://garryshomepc/svn/494876-rust_src@2183 0116351e-01fd-46a3-8c09-64bf5bb0948b
I think these are deleted
git-svn-id: https://garryshomepc/svn/494876-rust_src@2184 0116351e-01fd-46a3-8c09-64bf5bb0948b
- Removed unisky
- Added TOD Sky
- Added Better Water
- Replaced IClientConnectListener
This is terribly broken right now - but I'll fix it don't worry :)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2185 0116351e-01fd-46a3-8c09-64bf5bb0948b
no more facepunch sky
git-svn-id: https://garryshomepc/svn/494876-rust_src@2186 0116351e-01fd-46a3-8c09-64bf5bb0948b
A lonely meta file was forgotten
git-svn-id: https://garryshomepc/svn/494876-rust_src@2187 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added build_tools.sh for UNIX-like operating systems
git-svn-id: https://garryshomepc/svn/494876-rust_src@2188 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaking sky/water
git-svn-id: https://garryshomepc/svn/494876-rust_src@2189 0116351e-01fd-46a3-8c09-64bf5bb0948b
Facepunch Sky again !
git-svn-id: https://garryshomepc/svn/494876-rust_src@2190 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't delete shit in the skybox
git-svn-id: https://garryshomepc/svn/494876-rust_src@2191 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added AA and FPS limit to the render convars
git-svn-id: https://garryshomepc/svn/494876-rust_src@2192 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let the meta file rest in piece please
git-svn-id: https://garryshomepc/svn/494876-rust_src@2193 0116351e-01fd-46a3-8c09-64bf5bb0948b
Turns out we're using deferred rendering, so no AA for now
git-svn-id: https://garryshomepc/svn/494876-rust_src@2194 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made the parameters of the sky prefab a little more sane, the rest will be fixed in a Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2195 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed unused and wrongly placed sky prefab
git-svn-id: https://garryshomepc/svn/494876-rust_src@2196 0116351e-01fd-46a3-8c09-64bf5bb0948b
Crashy
git-svn-id: https://garryshomepc/svn/494876-rust_src@2197 0116351e-01fd-46a3-8c09-64bf5bb0948b
45mins day, 15 mins night by default
Fixed water looking odd
Increased protocol
git-svn-id: https://garryshomepc/svn/494876-rust_src@2198 0116351e-01fd-46a3-8c09-64bf5bb0948b
Didn't save until I exited !
git-svn-id: https://garryshomepc/svn/494876-rust_src@2199 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2200 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2201 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2202 0116351e-01fd-46a3-8c09-64bf5bb0948b
removed debug
git-svn-id: https://garryshomepc/svn/494876-rust_src@2203 0116351e-01fd-46a3-8c09-64bf5bb0948b
Attempted to reduce road flickering, this needs testing
git-svn-id: https://garryshomepc/svn/494876-rust_src@2204 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set the light source to use quality settings for the shadow resolution and tweaked the fallof parameter to keep the sun from going below the terrain, which would result in disappearing terrain shadows
git-svn-id: https://garryshomepc/svn/494876-rust_src@2205 0116351e-01fd-46a3-8c09-64bf5bb0948b
Prefab didn't save before
git-svn-id: https://garryshomepc/svn/494876-rust_src@2206 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set the TOD_Sky reference in TOD_Camera to correctly move and scale the sky dome
git-svn-id: https://garryshomepc/svn/494876-rust_src@2207 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let's give depth only clear flags a try
git-svn-id: https://garryshomepc/svn/494876-rust_src@2208 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixed missing color property error with health texture dimmer which never showed up before because the things causing the issue weren't dimming before.
public bool disabled; was added to HealthDimmer. Which can be set to true to disable the dimmer ( still updates the health value on the take damage )
git-svn-id: https://garryshomepc/svn/494876-rust_src@2209 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added new campfire model
Added new storage box model
git-svn-id: https://garryshomepc/svn/494876-rust_src@2210 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added item condition + condition loss
git-svn-id: https://garryshomepc/svn/494876-rust_src@2211 0116351e-01fd-46a3-8c09-64bf5bb0948b
Applied condition loss to items
git-svn-id: https://garryshomepc/svn/494876-rust_src@2212 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed pivot point of workbench
git-svn-id: https://garryshomepc/svn/494876-rust_src@2213 0116351e-01fd-46a3-8c09-64bf5bb0948b
Lowered spawn rate of c4 slightly
git-svn-id: https://garryshomepc/svn/494876-rust_src@2214 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added repairbench
GUI modifications to support condition
Updated workbench icon
git-svn-id: https://garryshomepc/svn/494876-rust_src@2215 0116351e-01fd-46a3-8c09-64bf5bb0948b
item proto containing condition related stuff
git-svn-id: https://garryshomepc/svn/494876-rust_src@2216 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed crashing not actually making a dump
Fixed potential freeze
git-svn-id: https://garryshomepc/svn/494876-rust_src@2217 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2218 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2219 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2220 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generate a random filename
git-svn-id: https://garryshomepc/svn/494876-rust_src@2221 0116351e-01fd-46a3-8c09-64bf5bb0948b
Feedback is fire and forget again
git-svn-id: https://garryshomepc/svn/494876-rust_src@2222 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2223 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2224 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaking
git-svn-id: https://garryshomepc/svn/494876-rust_src@2225 0116351e-01fd-46a3-8c09-64bf5bb0948b
Putting an end to the Plugins folder insanity
- Moved non plugins from plugins folder to rust/scripts/
- Added Pat_ in front of anything that looks like it might be a bit over-engineered
- PLUGINS FOLDER IS NOW FOR PLUGINS ONLY
git-svn-id: https://garryshomepc/svn/494876-rust_src@2226 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed librust architecture on OSX (now i386 as Windows and Linux)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2227 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2228 0116351e-01fd-46a3-8c09-64bf5bb0948b
Waterline trigger hurt/drowning
Tweaked sky, beams
git-svn-id: https://garryshomepc/svn/494876-rust_src@2229 0116351e-01fd-46a3-8c09-64bf5bb0948b
Print to console
git-svn-id: https://garryshomepc/svn/494876-rust_src@2230 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed svn:ignore for librust.so and added librust.bundle for the OSX editor
git-svn-id: https://garryshomepc/svn/494876-rust_src@2231 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Assets/Plugins/librust.so from the repository as it should be copied there by the build_tools scripts
git-svn-id: https://garryshomepc/svn/494876-rust_src@2232 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sky colour now affects water colour (looks better when reflection is off)
Added water reflection option to main menu
Tied water quality to render quality
GameEvents.QualitySettingsRefresh is called when quality settings are changed
git-svn-id: https://garryshomepc/svn/494876-rust_src@2233 0116351e-01fd-46a3-8c09-64bf5bb0948b
Default reflections off
'Reflections off' means it only renders the skybox in the reflection
git-svn-id: https://garryshomepc/svn/494876-rust_src@2234 0116351e-01fd-46a3-8c09-64bf5bb0948b
Compile librust.dylib as a universal i386 and x86_64 binary on OSX as the Unity editor requires 32bit on all systems and the standalone application requires 64bit on 64bit systems
git-svn-id: https://garryshomepc/svn/494876-rust_src@2235 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2236 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2237 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2238 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2239 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2240 0116351e-01fd-46a3-8c09-64bf5bb0948b
OSX and Linux server start scripts
git-svn-id: https://garryshomepc/svn/494876-rust_src@2241 0116351e-01fd-46a3-8c09-64bf5bb0948b
fixes for removal of plugins folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@2242 0116351e-01fd-46a3-8c09-64bf5bb0948b
EAC test
git-svn-id: https://garryshomepc/svn/494876-rust_src@2243 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2244 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2245 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated to latest
git-svn-id: https://garryshomepc/svn/494876-rust_src@2246 0116351e-01fd-46a3-8c09-64bf5bb0948b
rust.exe - not rust_main.exe
git-svn-id: https://garryshomepc/svn/494876-rust_src@2247 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2248 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2249 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2250 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2251 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2252 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed water having alpha
Fixed terrain not casting shadows
Fixed water not casting shadows
Fixed sunbeams not using depth
Added WriteZ material (main purpose is to block the sun)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2253 0116351e-01fd-46a3-8c09-64bf5bb0948b
Are these important?
git-svn-id: https://garryshomepc/svn/494876-rust_src@2254 0116351e-01fd-46a3-8c09-64bf5bb0948b
We seem to get this error a lot and no-one seems able to fix it. Lets ignore it?
git-svn-id: https://garryshomepc/svn/494876-rust_src@2255 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed Debug text
git-svn-id: https://garryshomepc/svn/494876-rust_src@2256 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated Time of Day to the latest dev build, should fix most of the things that still bothered us
git-svn-id: https://garryshomepc/svn/494876-rust_src@2257 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set the cloud scales in Vector2 format (same values as the old floats for x and y)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2258 0116351e-01fd-46a3-8c09-64bf5bb0948b
Applied another update from the Time of Day dev build that should fix the space material always showing up in version control if a scene with the sky dome in it is open
git-svn-id: https://garryshomepc/svn/494876-rust_src@2259 0116351e-01fd-46a3-8c09-64bf5bb0948b
File ignores
git-svn-id: https://garryshomepc/svn/494876-rust_src@2260 0116351e-01fd-46a3-8c09-64bf5bb0948b
Another fix from the Time of Day dev build, this time for the fog color
git-svn-id: https://garryshomepc/svn/494876-rust_src@2261 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated water
git-svn-id: https://garryshomepc/svn/494876-rust_src@2262 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweak
git-svn-id: https://garryshomepc/svn/494876-rust_src@2263 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update from the dev branch for the moon halo and slight tweaks to our custom sky prefab
git-svn-id: https://garryshomepc/svn/494876-rust_src@2264 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made the clouds synchronize between the server and the clients
git-svn-id: https://garryshomepc/svn/494876-rust_src@2265 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deleting old branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2266 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update, further tweaks of our custom sky dome prefab, reset all sky dome instance parameters to the prefab
git-svn-id: https://garryshomepc/svn/494876-rust_src@2267 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update, further tweaks of our custom sky dome prefab
git-svn-id: https://garryshomepc/svn/494876-rust_src@2268 0116351e-01fd-46a3-8c09-64bf5bb0948b
Condition tooltips now show cond/max
Items are shaded yellow when nearing 'death'
Repairbench GUI handles all sorts of conditions (not needing repair etc)
item max condition is worldsaved
Items now have a chance to destroy themselves if they are in really bad shape
Fixed a bunch of repairbench bugs - repairing items should work!
git-svn-id: https://garryshomepc/svn/494876-rust_src@2269 0116351e-01fd-46a3-8c09-64bf5bb0948b
Don't bother sending CRC info. It's not useful.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2270 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2271 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2272 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2273 0116351e-01fd-46a3-8c09-64bf5bb0948b
Shotguns lose condition now
git-svn-id: https://garryshomepc/svn/494876-rust_src@2274 0116351e-01fd-46a3-8c09-64bf5bb0948b
Armor is condition eligable now
Armor should lose condition when damage is taken
Fixed repair bench window saying 'loot'
git-svn-id: https://garryshomepc/svn/494876-rust_src@2275 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update, the sun shafts are tamed
If we encounter further issues I could still rewrite the cloud shader to write to the depth buffer in a second pass
The way I'm currently handling it has the advantage that transparent objects that don't write to the depth buffer would also correctly affect sun shafts, which wouldn't be possible otherwise and could be a pretty nice feature to have in the future
git-svn-id: https://garryshomepc/svn/494876-rust_src@2276 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed armor taking way too much damage
Armor now shows condition
Fixed shotgun type weapons taking condition damage for each pellet rather than each shot
fixed broken armor not unequipping when possible
git-svn-id: https://garryshomepc/svn/494876-rust_src@2277 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed not being able to place workbenches and repairbenches close to storage boxes
Fixed being able to re-equip broken armor
git-svn-id: https://garryshomepc/svn/494876-rust_src@2278 0116351e-01fd-46a3-8c09-64bf5bb0948b
Quick hack to prevent some console spam regarding AI not placed ont he navmesh, should be redone
git-svn-id: https://garryshomepc/svn/494876-rust_src@2279 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2280 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2281 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2282 0116351e-01fd-46a3-8c09-64bf5bb0948b
Sky prefab tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@2283 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating staging branch. Anything on here should be in theory ready to go. This branch should always match what is live.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2284 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changing scripts to enable a staging branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2285 0116351e-01fd-46a3-8c09-64bf5bb0948b
These bat files aren't needed or used
git-svn-id: https://garryshomepc/svn/494876-rust_src@2286 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged steampipe changes from staging
git-svn-id: https://garryshomepc/svn/494876-rust_src@2287 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removing Bootil external
git-svn-id: https://garryshomepc/svn/494876-rust_src@2288 0116351e-01fd-46a3-8c09-64bf5bb0948b
Adding bootil back as a non external
git-svn-id: https://garryshomepc/svn/494876-rust_src@2289 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bootil merge [1/2]
git-svn-id: https://garryshomepc/svn/494876-rust_src@2290 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bootil merge [2/2]
git-svn-id: https://garryshomepc/svn/494876-rust_src@2291 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2292 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2293 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2294 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2295 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2296 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2297 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2298 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2299 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2300 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2301 0116351e-01fd-46a3-8c09-64bf5bb0948b
Prefab tweaks, increased the lighting contrast by reducing the ambient light intensity relative to the directional light intensity
git-svn-id: https://garryshomepc/svn/494876-rust_src@2302 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2303 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moving this here - since it's common to all branches
git-svn-id: https://garryshomepc/svn/494876-rust_src@2304 0116351e-01fd-46a3-8c09-64bf5bb0948b
steampipe/ is moved to /trunk/steampipe
git-svn-id: https://garryshomepc/svn/494876-rust_src@2305 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged steampipe folder removal
git-svn-id: https://garryshomepc/svn/494876-rust_src@2306 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a template to create a valid OSX librust.bundle file with
git-svn-id: https://garryshomepc/svn/494876-rust_src@2307 0116351e-01fd-46a3-8c09-64bf5bb0948b
Correctly generate bundle files rather than naked dylib files for the OSX editor to be able to find and utilize them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2308 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging tools/EAC/Feedback changes from dev
- Random screenshot filename
- Added EAC files
- Fixed thread related crash/freeze
- Create a crash dump on crash/freeze
git-svn-id: https://garryshomepc/svn/494876-rust_src@2309 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2310 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2311 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2312 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2313 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2314 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2315 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2316 0116351e-01fd-46a3-8c09-64bf5bb0948b
A first iteration of build scripts for OSX standalones using the OSX editor, those will be handy when I try to debug the performance and general weirdness issues we have on OSX
git-svn-id: https://garryshomepc/svn/494876-rust_src@2317 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the seemingly randomly placed specular highlight on our water
Added the specular lighting script to the water prefab but set its color to black
The specular highlight bugs around towards sunset anyhow, so we probably don't want it to show up at all
git-svn-id: https://garryshomepc/svn/494876-rust_src@2318 0116351e-01fd-46a3-8c09-64bf5bb0948b
This should go here
git-svn-id: https://garryshomepc/svn/494876-rust_src@2319 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2320 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the seemingly randomly placed specular highlight on our water
Commit 2318 forgot to add the material, the script doesn't store the specular highlight color but just displays it for editing apparently
git-svn-id: https://garryshomepc/svn/494876-rust_src@2321 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed clear flag weirdness on some hardware / software combinations, it should now be save to use depth only clear flags in the next update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2322 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed clear flag weirdness on some hardware / software combinations, it should now be save to use depth only clear flags in the next update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2323 0116351e-01fd-46a3-8c09-64bf5bb0948b
Those should go here
git-svn-id: https://garryshomepc/svn/494876-rust_src@2324 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed unused enable method and cleaned up a bit, also made it not be executed in the editor all the time
git-svn-id: https://garryshomepc/svn/494876-rust_src@2325 0116351e-01fd-46a3-8c09-64bf5bb0948b
Switching cheatpunch URL, to catch hackers off guard
git-svn-id: https://garryshomepc/svn/494876-rust_src@2326 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2327 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2328 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2329 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2330 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2331 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed the grass on OSX and Linux and improved its shader performance on all platforms
3 vert-frag interpolators less (down from 8 to 5)
2 frag multiplications less (down from 5 to 3)
frag no longer does any unnecessary calculations for clipped pixels (could be as much as 50% of the calls)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2332 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted the terrain file to commit 2120 and rebuilt the grass meshes, if this doesn't do it one of you will have to look into it
git-svn-id: https://garryshomepc/svn/494876-rust_src@2333 0116351e-01fd-46a3-8c09-64bf5bb0948b
Only sign the rust.exe - because we have other dlls now!
git-svn-id: https://garryshomepc/svn/494876-rust_src@2334 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merging from staging
git-svn-id: https://garryshomepc/svn/494876-rust_src@2335 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed foam texture overwhelming
git-svn-id: https://garryshomepc/svn/494876-rust_src@2336 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2337 0116351e-01fd-46a3-8c09-64bf5bb0948b
Updated/fixed EAC Launcher
git-svn-id: https://garryshomepc/svn/494876-rust_src@2338 0116351e-01fd-46a3-8c09-64bf5bb0948b
merged changes to EAC
git-svn-id: https://garryshomepc/svn/494876-rust_src@2339 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2340 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2341 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2342 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2343 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2344 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2345 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2346 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2347 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed sun snapping every 5 seconds
Fixed not being able to set current env.time
Fixed moon phase not being synced
(this needs a server update to work)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2348 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed water damage
git-svn-id: https://garryshomepc/svn/494876-rust_src@2349 0116351e-01fd-46a3-8c09-64bf5bb0948b
Log the death of anything (cheat/stats)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2350 0116351e-01fd-46a3-8c09-64bf5bb0948b
Mandatory 1 second between chattings
Maxiumum 128 character chat messages
chat.serverlog logging on by default
git-svn-id: https://garryshomepc/svn/494876-rust_src@2351 0116351e-01fd-46a3-8c09-64bf5bb0948b
Log chat on the serverside
Not on the clientside
git-svn-id: https://garryshomepc/svn/494876-rust_src@2352 0116351e-01fd-46a3-8c09-64bf5bb0948b
VAC banned players can join server when running with -insecure
git-svn-id: https://garryshomepc/svn/494876-rust_src@2353 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2354 0116351e-01fd-46a3-8c09-64bf5bb0948b
Changed Unity build targets to 32bit-only on OSX and Linux as 64bit / universal seems to cause issues at the moment
git-svn-id: https://garryshomepc/svn/494876-rust_src@2355 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bow security -
Action1 - Marks on the server that an arrow is in flight, can only be called at an interval of firerate
Action2 - Reports an arrow hit and deals damage - only valid if an arrow was in flight
Action3 - Reports an arrow miss decrements an arrow in flight
ServerFrame - after lastFireTime + maxArrowDuration we decrement arrows in flight to zero
Still needs some more testing but atleast now the hackers can only damage single things with an arrow aimbot instead of direct damaging everything in a radius 100x a second
git-svn-id: https://garryshomepc/svn/494876-rust_src@2356 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bugfix for loophole where hitting a dead object may not immediately deduct an active arrow
git-svn-id: https://garryshomepc/svn/494876-rust_src@2357 0116351e-01fd-46a3-8c09-64bf5bb0948b
Deleting staging branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2358 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating new staging branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2359 0116351e-01fd-46a3-8c09-64bf5bb0948b
Unified the loading logging statements into a single method, all previous logs still appear (some with different messages) and we don't have randomly placed Debug.Log calls anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@2360 0116351e-01fd-46a3-8c09-64bf5bb0948b
The client also requires the Rust steam app id to launch, so let's automatically copy it to the build folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@2361 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some official servers
git-svn-id: https://garryshomepc/svn/494876-rust_src@2362 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some official servers
git-svn-id: https://garryshomepc/svn/494876-rust_src@2363 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2364 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2365 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2366 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2367 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2368 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2369 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2370 0116351e-01fd-46a3-8c09-64bf5bb0948b
Revert so I can merge from dev
git-svn-id: https://garryshomepc/svn/494876-rust_src@2371 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added some official servers via merge from trunk
git-svn-id: https://garryshomepc/svn/494876-rust_src@2372 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2373 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2374 0116351e-01fd-46a3-8c09-64bf5bb0948b
Timing chat output to make helk/garry look stupid
git-svn-id: https://garryshomepc/svn/494876-rust_src@2375 0116351e-01fd-46a3-8c09-64bf5bb0948b
Launcher doesn't try to install EAC on LIVE branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2376 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2377 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2378 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2379 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2380 0116351e-01fd-46a3-8c09-64bf5bb0948b
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git-svn-id: https://garryshomepc/svn/494876-rust_src@2381 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a properly lit shader for smoke particles
git-svn-id: https://garryshomepc/svn/494876-rust_src@2382 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made the smoke grenade signal use the new smoke particle shader
git-svn-id: https://garryshomepc/svn/494876-rust_src@2383 0116351e-01fd-46a3-8c09-64bf5bb0948b
Bundled the default billboard shaders and removed a factor of 2 from the leaves color calculation, should give better results
git-svn-id: https://garryshomepc/svn/494876-rust_src@2384 0116351e-01fd-46a3-8c09-64bf5bb0948b
Further tree billboard shader tweaks
git-svn-id: https://garryshomepc/svn/494876-rust_src@2385 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted to commit 2383 for now since custom tree billboard shaders cause issues - I'll investigate this further, but we might end up simply manually assigning modified shaders to every tree if the simple replacement technique doesn't work
git-svn-id: https://garryshomepc/svn/494876-rust_src@2386 0116351e-01fd-46a3-8c09-64bf5bb0948b
Let's try reducing the brightness of billboards in the display shader rather than the creation shader
This is actually the 'stupid' way of doing it since the multiplications with 2 are still being executed and stored in the billboard textures, they are merely reverted when rendering the billboards by multiplying with 0.5
However, the advantage of doing it this way is that less code is being modified
We don't really have a choice though since the billboard creation didn't work at all with modified shaders (probably an issue with asset bundle references)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2387 0116351e-01fd-46a3-8c09-64bf5bb0948b
EAC updated DLL
git-svn-id: https://garryshomepc/svn/494876-rust_src@2388 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2389 0116351e-01fd-46a3-8c09-64bf5bb0948b
Keep the light source slightly above the horizon at all times, helps with shadow artifacts
git-svn-id: https://garryshomepc/svn/494876-rust_src@2390 0116351e-01fd-46a3-8c09-64bf5bb0948b
Set AF only via quality settings, no need to manually set it to enabled or disabled again in code
git-svn-id: https://garryshomepc/svn/494876-rust_src@2391 0116351e-01fd-46a3-8c09-64bf5bb0948b
Enabled AF for terrain, road, rocks and building textures
git-svn-id: https://garryshomepc/svn/494876-rust_src@2392 0116351e-01fd-46a3-8c09-64bf5bb0948b
Fixed one mashed up area in the map that was spawning 10 wolves and 10 bears instead of 3/3
git-svn-id: https://garryshomepc/svn/494876-rust_src@2393 0116351e-01fd-46a3-8c09-64bf5bb0948b
Additional checks for failing to place an agent on the navmesh resulting in console spam
Fixed supply drops with the new sky
git-svn-id: https://garryshomepc/svn/494876-rust_src@2394 0116351e-01fd-46a3-8c09-64bf5bb0948b
Time of Day update
git-svn-id: https://garryshomepc/svn/494876-rust_src@2395 0116351e-01fd-46a3-8c09-64bf5bb0948b
Replaced the GFx system with a lightweight image effect manager script
Moved the GFx files to trunk/graveyard in case they are still required
git-svn-id: https://garryshomepc/svn/494876-rust_src@2396 0116351e-01fd-46a3-8c09-64bf5bb0948b
Avoid duplicate connection logs and use the new loading status logging system
git-svn-id: https://garryshomepc/svn/494876-rust_src@2397 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disabled the image effects in the editor and fixed the long-time Rust bug that on respawn the fade from black started too late
git-svn-id: https://garryshomepc/svn/494876-rust_src@2398 0116351e-01fd-46a3-8c09-64bf5bb0948b
Moved the GFx files to trunk/graveyard in case they are still required
(This time for real after I forgot to add the files to the first commit)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2399 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted all built-in image effects to the default imports
git-svn-id: https://garryshomepc/svn/494876-rust_src@2400 0116351e-01fd-46a3-8c09-64bf5bb0948b
Looks like one meta file was missing
git-svn-id: https://garryshomepc/svn/494876-rust_src@2401 0116351e-01fd-46a3-8c09-64bf5bb0948b
Probably more intuitive to only make gfx.all return true if all effects are set and false as soon as at least one is not set
git-svn-id: https://garryshomepc/svn/494876-rust_src@2402 0116351e-01fd-46a3-8c09-64bf5bb0948b
garry wins
git-svn-id: https://garryshomepc/svn/494876-rust_src@2403 0116351e-01fd-46a3-8c09-64bf5bb0948b
The accidental terrain modification was apparently not caused by one of my commits after all, so I went further back to r2003, rebuilt the grass mesh again and verified that the floating grass is now gone
git-svn-id: https://garryshomepc/svn/494876-rust_src@2404 0116351e-01fd-46a3-8c09-64bf5bb0948b
OSX dock icon fix preparations
git-svn-id: https://garryshomepc/svn/494876-rust_src@2405 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge OSX dock icon fix preparations into dev branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2406 0116351e-01fd-46a3-8c09-64bf5bb0948b
Enforce the new folder structure on OSX
git-svn-id: https://garryshomepc/svn/494876-rust_src@2407 0116351e-01fd-46a3-8c09-64bf5bb0948b
Put the grass convar class in its own file in the correct folder
git-svn-id: https://garryshomepc/svn/494876-rust_src@2408 0116351e-01fd-46a3-8c09-64bf5bb0948b
Is there a reason this is not marked as ExecuteInEditMode? Works for me and is nice to have when doing some rough performance estimates
git-svn-id: https://garryshomepc/svn/494876-rust_src@2409 0116351e-01fd-46a3-8c09-64bf5bb0948b
Cleaned up the default config that is being loaded whenno config has been found
git-svn-id: https://garryshomepc/svn/494876-rust_src@2410 0116351e-01fd-46a3-8c09-64bf5bb0948b
Enable / disable image effects according to the selected quality level, correctly sync the Unity launcher quality level with our console system convar
git-svn-id: https://garryshomepc/svn/494876-rust_src@2411 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added render.distance (0-1), defaults to 0.2 (=800m as before) and can be adjusted between 0 (=500m) and 1 (=2000m)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2412 0116351e-01fd-46a3-8c09-64bf5bb0948b
Disabled window resizing as it causes issues with our ingame font (at least on OSX the font will be cut off as soon as I resize the window, so it's better to just use the Unity resolution manager to set everything up)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2413 0116351e-01fd-46a3-8c09-64bf5bb0948b
Revert r2413 as Garry thinks people might complain about not being able to resize their windows anymore
git-svn-id: https://garryshomepc/svn/494876-rust_src@2414 0116351e-01fd-46a3-8c09-64bf5bb0948b
Decreased shadow bias from 2 to 0.25 since everything above that didn't really improve anything flickering-wise in my tests but rather leads to shadows being disconnected from their casters, especially in houses - also increased the light source minimum angle to fight some last terrain shadowing issues and keep shadows from being stretched too long at dusk and dawn, which also tends to cause weird shadow behaviour
git-svn-id: https://garryshomepc/svn/494876-rust_src@2415 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added input string verification to the console system
Fixes the issue OSX users encountered that the first command they entered into the console did not work
For now everything except letters, digits, punctuations, separators and symbols is being removed
git-svn-id: https://garryshomepc/svn/494876-rust_src@2416 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tabs vs. spaces strikes again, converted my code to tabs to at least stay consistent within one file
git-svn-id: https://garryshomepc/svn/494876-rust_src@2417 0116351e-01fd-46a3-8c09-64bf5bb0948b
-replacing the old v_bolt_rifle .mdl with the new one with better arms
-deleted some old test.fbx files that don't belong on svn anymore.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2418 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in view models to staging (they're ready to go in game now).
-removed some unnecessary .fbx files from staging (e.g. v_vertec@deploy.fbx, etc.... ); The new v_vertec.fbx has all of the animations inside.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2419 0116351e-01fd-46a3-8c09-64bf5bb0948b
rcon binding now properly observes -ip
git-svn-id: https://garryshomepc/svn/494876-rust_src@2420 0116351e-01fd-46a3-8c09-64bf5bb0948b
Description typo
git-svn-id: https://garryshomepc/svn/494876-rust_src@2421 0116351e-01fd-46a3-8c09-64bf5bb0948b
Properly detect quality settings changes made in the Unity launcher to update gfx convars if required
git-svn-id: https://garryshomepc/svn/494876-rust_src@2422 0116351e-01fd-46a3-8c09-64bf5bb0948b
Tweaked radiation grain intensity to be more in line with the old modified image effect, set minimum render distance to 600 and maximum render distance to 1600
git-svn-id: https://garryshomepc/svn/494876-rust_src@2423 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merged Assets and ProjectSettings from dev to staging
git-svn-id: https://garryshomepc/svn/494876-rust_src@2424 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in more view models ready to go in game.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2425 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking this in so Patrik can help me debug it.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2426 0116351e-01fd-46a3-8c09-64bf5bb0948b
Only execute on the client
git-svn-id: https://garryshomepc/svn/494876-rust_src@2427 0116351e-01fd-46a3-8c09-64bf5bb0948b
Merge
git-svn-id: https://garryshomepc/svn/494876-rust_src@2428 0116351e-01fd-46a3-8c09-64bf5bb0948b
new FP6 view model
git-svn-id: https://garryshomepc/svn/494876-rust_src@2429 0116351e-01fd-46a3-8c09-64bf5bb0948b
some fixes to view model importing
git-svn-id: https://garryshomepc/svn/494876-rust_src@2430 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fixed the normals on the Hands
-tweaked the vertex skinning on the fp6 view model
git-svn-id: https://garryshomepc/svn/494876-rust_src@2431 0116351e-01fd-46a3-8c09-64bf5bb0948b
-tweaked the rig on fp6.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2432 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking these into live as they're ready to be put in game
git-svn-id: https://garryshomepc/svn/494876-rust_src@2433 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking these into live as they're ready to be put in game
git-svn-id: https://garryshomepc/svn/494876-rust_src@2434 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking these into live as they're ready to be put in game
git-svn-id: https://garryshomepc/svn/494876-rust_src@2435 0116351e-01fd-46a3-8c09-64bf5bb0948b
got the new hands in, retuned all view models-- aim much better now
git-svn-id: https://garryshomepc/svn/494876-rust_src@2436 0116351e-01fd-46a3-8c09-64bf5bb0948b
Reverted the view model changes on staging since they don't seem to be ready to go into the next update
Please make sure everything works on dev, we'll put them back into staging once all view models are up and running
git-svn-id: https://garryshomepc/svn/494876-rust_src@2437 0116351e-01fd-46a3-8c09-64bf5bb0948b
Armor condition exploit fixed : full inventory means broken armor will fall into the world instead of stay equipped
git-svn-id: https://garryshomepc/svn/494876-rust_src@2438 0116351e-01fd-46a3-8c09-64bf5bb0948b
-made some improvements to the hand textures
-fixed up some of the bad weighting issues with some of the view models.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2439 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added exception handling to console command function calling
Fixed render.update being fucked (IT NEEDS ARGS TO BE A CONSOLE COMMAND)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2440 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added exception handling to console command function calling
Fixed render.update being fucked (IT NEEDS ARGS TO BE A CONSOLE COMMAND)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2441 0116351e-01fd-46a3-8c09-64bf5bb0948b
turned off crosshairs
git-svn-id: https://garryshomepc/svn/494876-rust_src@2442 0116351e-01fd-46a3-8c09-64bf5bb0948b
set revolver to use the right material.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2443 0116351e-01fd-46a3-8c09-64bf5bb0948b
structure master decay fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@2444 0116351e-01fd-46a3-8c09-64bf5bb0948b
torch fix
git-svn-id: https://garryshomepc/svn/494876-rust_src@2445 0116351e-01fd-46a3-8c09-64bf5bb0948b
-made some improvements to the vertex weighting for some of the weapons
-tweaked the material for the hand models.. so the wrinkles don't look too exaggerated
git-svn-id: https://garryshomepc/svn/494876-rust_src@2446 0116351e-01fd-46a3-8c09-64bf5bb0948b
-checking in a new pipeshotgun view model with improved vertex weighting.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2447 0116351e-01fd-46a3-8c09-64bf5bb0948b
reimported pipe shotgun
git-svn-id: https://garryshomepc/svn/494876-rust_src@2448 0116351e-01fd-46a3-8c09-64bf5bb0948b
Armor condition exploit fixed : full inventory means broken armor will fall into the world instead of stay equipped - should be redone so equipped armor that is broken has no benefit perhaps
git-svn-id: https://garryshomepc/svn/494876-rust_src@2449 0116351e-01fd-46a3-8c09-64bf5bb0948b
structures will no longer decide to destroy themselves instantly after spawning (and the server being up for a long time)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2450 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fixed up some of the seam areas of the hand normal map so the seams dont look as obvious.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2451 0116351e-01fd-46a3-8c09-64bf5bb0948b
-made some improvements to the vertex weighting on the pipe shotgun and bolt rifle.
git-svn-id: https://garryshomepc/svn/494876-rust_src@2452 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fixed vertex weighting on some view models
git-svn-id: https://garryshomepc/svn/494876-rust_src@2453 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fixed vertex weighting on some view models
git-svn-id: https://garryshomepc/svn/494876-rust_src@2454 0116351e-01fd-46a3-8c09-64bf5bb0948b
-fixed vertex weighting on some view models
git-svn-id: https://garryshomepc/svn/494876-rust_src@2455 0116351e-01fd-46a3-8c09-64bf5bb0948b
Creating a new branch for the new item system (and removal of NGUI)
git-svn-id: https://garryshomepc/svn/494876-rust_src@2456 0116351e-01fd-46a3-8c09-64bf5bb0948b
experimental branch
git-svn-id: https://garryshomepc/svn/494876-rust_src@2457 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added FPS counter to scene camera
git-svn-id: https://garryshomepc/svn/494876-rust_src@2458 0116351e-01fd-46a3-8c09-64bf5bb0948b
Made the FPS counter disappear properly and did some code cleanup
git-svn-id: https://garryshomepc/svn/494876-rust_src@2459 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed empty directories
It’s bad practice and git-svn dislikes them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2460 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed empty directories
It’s bad practice and git-svn dislikes them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2461 0116351e-01fd-46a3-8c09-64bf5bb0948b
Removed empty directories
It’s bad practice and git-svn dislikes them
git-svn-id: https://garryshomepc/svn/494876-rust_src@2462 0116351e-01fd-46a3-8c09-64bf5bb0948b
Added a FOV convar and fixed the FOV jump the first time a weapon is selected after a respawn
git-svn-id: https://garryshomepc/svn/494876-rust_src@2463 0116351e-01fd-46a3-8c09-64bf5bb0948b
-world models for M4 / MP5 / FP6 / P250/ Pistol / Vertec
git-svn-id: https://garryshomepc/svn/494876-rust_src@2464 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2465 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2466 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2467 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2468 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2469 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2470 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2471 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2472 0116351e-01fd-46a3-8c09-64bf5bb0948b
Generated Files
git-svn-id: https://garryshomepc/svn/494876-rust_src@2473 0116351e-01fd-46a3-8c09-64bf5bb0948b
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