250,557 Commits over 3,959 Days - 2.64cph!
Use cdn hosted icons for Rust+ items instead of exporting them separately
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604)
* Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
* Do GetHashCode this way
* Initialize CollisionRules
* Handle small network files from different file systems this way?
* Fix
* Fix documentation
* Reset config files
* Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
* Fix - but obviously it can't be done this way it's absolutely awful
* Add all files from network when mounting on client side
* Method name update
* Remove some duplication
* Cleanup
* Fix inverted condition
* Unnecessary arg
* ToHashCode
* ReadWithFallback will return new T() if package is null too
* Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
* Call ProjectSettings.Reset in ResetEnvironment
* Clean up
* Swap these
Micro-optimization in PlayerMarker
Avoid Color.Parse in TeamExtensions.GetColor, optimization
Don't run BBox trace for every single player in PlayerController.UpdateEyes, it's not needed
Optimize Equipment.PlayerController by simply removing it and referring to Owner which is cached
Don't try to serialize/deserialize HealthComponent.Health, State
Don't fade out markers unless we're aiming a weapon
Maybe fix tapping on notifications not doing anything when the app is killed
Fixed issues with ground check, shouldn't end up with lingering friction/acceleration
Give/take invis tag in ShowBodyParts
Remove convolve_environment_map.shader from shader ci
Optimize scoreboard hash while it's not open
Animgraph: Log anim error when single frame node doesn't have a valid sequence
Extra logging to troubleshoot opening notifications
Fixed dialog UI style/layout
Fixed main menu layout
Updated to latest gridmap tool
Fix render batching not refreshing after color is changing
Pass color to batching directly instead of pulling from MeshRenderer
Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
Fix push notifications after SDK upgrade?
Remove unnecessary color parsing from BuyZone
Cache eye trace so we can use it in a bunch of places
Refactor some states that control body visibility, so it's no longer running every single frame and drilling 3ms for 9 bots
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component
Delete these skybox vtexes
de_refinery A site adjustments
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
Updated talker scripts
Lowercase talker files
Update 016-half-life 2.txt
mat_viewportscale problem
FIxed "Other2" category fallback
Changed how NPC names are generated in killfeed
The changes are more for map spawned NPCs to take spawnmenu names, such as Antlion Workers, since they share classname with normal Antlions
Merge scripts/talker/* with episodes
Separate Ambient Light into it's own component from Directional Light, add upgrader for it
Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
v_m4a1: small fix to temp reused deploy
view model handcuff animation wip
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Fix NRE when setting border size to a %
Motorcar sidecar - updated lod group settings
Component editor
Added type definition records
Property, Method emitting
Motorbike
- updated ik positions on hands & legs
- tweaked mount position to avoid mesh clipping & Ik locking out issues
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Compiler.Watch: ignore /obj/
Trace changes to watched source locations
Facepunch/sbox-issues#262
Facepunch/sbox-issues#5683
Power boost to stop struggling on hills
Logs removed
work on LODs for radtown storage warehouse
Do wheel rotations in quaternion space to avoid gimble lock
Further clientside angle adjustments
Set grid axis to XY plane when going into a 3d scene view