143,567 Commits over 4,383 Days - 1.36cph!
added more parameters to equations for getting score area on the board, to account for non-standard board shapes.
added a gizmo to view scoring areas, toggleable so you can match the math to the mesh
Fixed flacky raiding tests
Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
- Grab geo location from hello
- Initial setup
Mortar view model updates to fix up ammo syncing
Merge from workbench_upgrades
Merge from final_code_cleanup
Remove visualPointLookup and related build-lookup code. It's not needed any more.
merge from automated_testing
industrial floorpapers update, renamed them as well to match with the rest of the textures
Fixed CI testlist loading
set 3p card game anim to loop
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
Update(tests): add simple pool perf tests (ST & MT)
ST avg: 1.29925ms for 10k alloc-deallocs
MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks
Tests: ran tests
industrial garage door
- texture polish
Updating bowless crossbow worldmodel rig with arrow mesh
edited 3p minicopter and generic sit idle anims
set 3p zipline anims to loop and anim edited
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
some more marketplace, rejigged trees to produce a bigger focal point
Update: move Utils Measure routines to Facepunch.System.Tests
- also make it auto-referenced
Tests: compiles
FX debug setup. Alt ammo prefabs.
Refactor to GetInstalledUpgradeMods.
merge from mortar_prototype
merge from playerboat_testfix
Add placeholder sound effects to mortar shots
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
Unify naming conventions, everything is now called RustNav
marketplace set dressing - some more iterating, more work needed on front street end
Merge: from sanitize_specatating_players
- Bugfix for NRE spam when spectate mods don't correctly setup spectating
Tests: none, trivial change
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods
The mods should be fixed, but at least it won't put servers in a weird state.
Tests: none, trivial change
Update error messages to mention the command line argument rather than the convar
- Fixed binocular overlay from sticking around on reconnect
- Fixed binocular overlay firing material changes into plastic
Fixed WorkshopCameraKeybindAnchor still using old input system
Updated WorkshopEditor scene to remap the inputs
merge from automated_testing
Fix mortar indicator not cleaning up on disconnect
New Sounds added for the Salvaged Cleaver refresh
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
main -> server_browser_update_2