193,692 Commits over 4,079 Days - 1.98cph!
Cinematic 4k Textures/Materials for:
-HuntingTrophy_Fish
-HuntingTrophy_Large
-HuntingTrophy_Small
A bit faster optional argument handling
Also nicer code internally
Rework killicon library
New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon
killicon.Add can now use .pngs
Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution)
Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon
Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
Fix targetID being jumpy
player manager cleanups
Merged pull request
Add sequential parameter to net.Read/WriteTable
Update gm_construct.nav
Added walkable drop down only areas to elevated areas, such as roofs of certain buildings
Added some navarea functions
Added CNavArea.GetIncomingConnectionDistances
Added CNavArea.GetAdjacentAreaDistances
Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
OnEntityCreated is now also called for clientside only entities
Add .gma to file.Write whitelist
Support Vector / Vector
Merged pull requests
* Clean up DOF_Ents table on DOF_Kill
* Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace
RecalculateLineBreaks before firing OnTextChanged
Fix Panel:GetNumLines not being up to date within that hook.
CNavArea:MarkAs(Un)Blocked first argument is now optional
Fixed clientside ragdolls creating unnecessary bonemanip entities
This is a regression fix
Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning
Made NPC:SetUnforgettable 2nd argument default to true
And also made it actually work, whoopsie
Fix CNavArea.MarkAsDamaging 2nd argument reading from the first
Simplify some code
Safe guard against invalid vector input to PhysObj functions
OnScreenSizeChanged hooks get 2 new params - new sizes
Fix airboat attachment name
Fix seemingly incorrect calculation of vehicle wheel total height
for rear axle
Read settings/users.txt from MOD search path
Added optional filter option to both EmitSound functions
Added new RichText panel methods
Added GetLineHeight
Added SetLineHeight - values below zero mean no override
Added AppendTextWithURLs
Added model file types to file.Write whitelist
Reduce .gma whitelist for data_static/ folder
Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc.
Clean ups
Added navmesh.FindInBox
Mirror pickup
Mirror no longer default and requires DLC to unlock
Mirror damage setup
Mirror crafting setup
Added Cinematic 4K Textures for :
- Bath Tub Planter
- Minecart Planter
- Rail Road Planter
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merge from scope_laser_mismatch
merge from base_decor_DLC
Disallow bathtub and minecart planters placement under half hight floors
merge from main (with conflicts)
merge from save243 - Staging wipe
merge from rail_network_link
Minor rail road planter fixes:
-Adjust prevent building volume to match regular planter exactly
-Moved colliders out of the art root, as that only exsits on the cilent
-Fixed incorrect repair target
-Fixed incorrect item icon
-Auto assigned box gibs
-Put colliders on Deployable layer
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
Compile fix, don't save headshot locally
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
Adjust wanted poster positioning
Marge main -> experimental
Merge DroppedItemsOnVehicles -> Main
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
The torch holder now emits the same amount of light regardless of what torch is inserted into it
Involved prefab changes to all torches
Merge main -> experimental
Merge DroppedItemsOnVehicles -> main
Increase torch holder deploy height again
Fixed inventory player model not resuming animations after a headshot is taken
Fixed duplicated sketches across deferred mesh decals
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Show nametag on large trophy
Show translated animal name on trophy
Show count of trophy on the name tag
Fixed some scientist submit issues
Test map wagons and stuff
Remove tracking every item on the server
Instead, get the ammo count from the held entity when calling Item.Save()
Fixed poster sketch tinted red
Fixed server not loading wanted posters
Show all contacts in the wanted poster popup, not just contacts marked hostile
Reapply right foot ik curve to kick anim
Exposed and renamed fields on double door (KickAnimationDelay, PushAnimationDelay)
Added and exposed a delay if the player is holding something (WeaponAdditveDelay)
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots
Added rail topology to train tunnels entrance
Merge from main -> ammo_count_in_chests
Add radiation to oil rig to prevent players camping and preventing crate from respawning
Add `oilrig_radiation_amount_scale` and `oilrig_radiation_time_scale` to scale the delay and amount of rads
Add `oil_rig_radiation` entity that controls the radiation and listens for crate hacking & puzzle reset
S2P both oil rigs
Codegen
PLACEHOLDER VALUES:
- starts 45min after crate starts being hacked
- ramps up to 100 rads over 5 minutes
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railrod planter icon, rebuilt manifest