195,796 Commits over 4,110 Days - 1.98cph!
merge from loot_population_cap
merge from enablelegs_nre_fix
Swapped train engine fuel amount over to use SyncVars instead of protobufs.
First set of testing.
Use an autosave buffer as an intermediary when writing to syncvar bytes
Prevents byte allocations every autosave
Started wiring settings menu
Change UI_Context_scene to match the new menu reference resolution
Bootstrap scene: new UI and localization
Restored explosion radius
Add Autosave system. SyncVars marked as Autosave will automatically be injected into Save/Load methods so no need to write protobufs.
Coconut gloves compatible with Snow Jacket and Bunny Onesie
Wallpaper splash damage enabled on propane bomb and satchel
Fixed radius
Rockets and C4 splash damage wallpaper through walls
- Added logging for the Heap, Stack and GC (more to come)
- Data is no longer written to the file every frame inside update(). Instead its being saved into a list and
written into the file when stoplogging() is called.
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Input fields character limit tweaks for player report, bug report and crafting ui
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter
- default to only using HV rockets
- hold 'R' to open radial menu to switch ammo (similar to guns)
- switching ammo doesn't trigger reload, it only chooses what rockets are prioritized
Press 'R' to trigger manual reload of attack helicopter rockets
- same as reload when you use full volley of rockets
- won't reload if you have 6/6 rockets available to shoot
Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu
- at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate
- clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
merge from neonsigns_newinputs
When frames have the same power amount, the last updated frame takes priority
Improve handling of null meshes in RustRenderer auto conversion
- Neon sign side inputs cost the same power as the main input
- Side inputs add active usage only if the main input isnt used
- Fixed frame not being updated when a side input lose power if there is power on another frame
Grow block allocations exponentially because linearily wastes more buffer space.
Implement ArrayEx.RemoveAt* utility functions
Added first iteration of wood materials for the wallpapers, and updated some others
Remove mp_usehwmmodels convar (unused)
Remove unintended change
AvatarImage panel changes + defer material cleanup till render end
AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
Deferring material cleanups a little makes it more likely the materials and textures are no longer used by any part of the renderer, allowing refcounts to reach 0 naturally.
Added GM:OnClientLuaError( strErr, ply )
Remove stray space indentation in some Lua files from PRs
Updated Command Block Model, Prefabs and Material
Added Command Block Textures
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arrow ammo bucket blockout
Added a compute shader for calculating a histogram which will be used for comparing the values of broken and non-broken normal maps
Fixed incorrect prefab setup in schizo trees
Issue with schizolobium FBX names
Fixed the issue causing incorrect ordering + colouring of available mixing/cooking table items based on ingredient availability, only when in standalone builds.
merge from jungle_update_improvements
Updated schizolobium colliders
Replaced mirrored corner piece after merge from main
merge from main
121401 to jungle update improvements
outboard motor blockout update
Fixed being able to place floating signs with a ladder on top of a tugboat
Replaced corner mezzanine piece in zigg due to inverted scale