144,001 Commits over 4,413 Days - 1.36cph!

5 Days Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
5 Days Ago
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
5 Days Ago
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
5 Days Ago
Add a warning to the state sync editor if the state name is incorrect
5 Days Ago
Fixed lower case Attack on StateSync components (sks and paintball gun)
5 Days Ago
Removed old AiManagedAgent class, old and useless Subtracted 150385
5 Days Ago
Ammo type ui icons & colour consistency fixes.
5 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
5 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
5 Days Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
5 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
5 Days Ago
Merge from main
5 Days Ago
merge from fix_assetscene_deepsea -> main
5 Days Ago
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5 Days Ago
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
5 Days Ago
Potential fix for zombie NRE on _agent == null in tests
5 Days Ago
Potential fix for zombie NRE on _agent == null in tests
5 Days Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
5 Days Ago
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6 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
6 Days Ago
Fix zombies breaking automated tests
6 Days Ago
Fix zombies breaking automated tests
6 Days Ago
fix ColorEx WithHDRIntensity, missing alpha copying
6 Days Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
6 Days Ago
testlist
6 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
6 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
6 Days Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
6 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
6 Days Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
6 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
6 Days Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
6 Days Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
6 Days Ago
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6 Days Ago
Merge to workbench_upgrades
6 Days Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
6 Days Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
6 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
6 Days Ago
Synch trajectory lock state correctly for all control paths.
6 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
6 Days Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
6 Days Ago
Salvaged Cleaver audio file tweaks
6 Days Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
6 Days Ago
industrial garage door - minor texture tweak
6 Days Ago
Adding extra wheel joints for bowless crossbow world rig
6 Days Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
6 Days Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
6 Days Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
6 Days Ago
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6 Days Ago
switched GPU instancing on