144,278 Commits over 4,444 Days - 1.35cph!
More fixes to viewmodel mag & shell visibility
Update Rust.CodeAnalyzer
Brings an upgrade to the pool static analyzer, letting us mark certain methods as "non-caching" via .editorconfig - for example ClientRPC / ServerRPC are guaranteed to not cache or free pooled arguments.
Doing so tells MissingFree to keep analyzing after calls to that method (instead of treating the pooled variable as escaped).
This found 6 pool leaks which are also fixed in this commit (inside BasePlayer-Spectating, BasePlayer-MapInfo, DisplayingBoxStorage, GrowableEntity-Server, WireTool, IndustrialConveyor).
Cleanup, remove legacy IO code of already converted entities
Converted NeonSign to the new IO system
- Fix simple handmade sight not enabling sight rail
- Fix some sights not always enabling sight rail on viewmodel
- Fix sight rail not always showing when holstered on back
- Fix worldmodel using the LR300 mesh
merged from tovector3_parse_format_fix
Viewmodel fixes
- re-added shell to chamber
- adjusted visibility settings of mag1 during alt reload
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merge from additional_hairstyles
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Reduced the extra Replace alloc as suggested by Dan, added instead a fallback indexof lookup
merge from industrial_dlc
Use HasGreatlyChanged() for temp and comfort
Removed the legacy electricity IO queue
Adjusted auburn crewcut material
Only set metabolism has changed provided there has been a slight variation rather than an exact one.
This prevents HasChanged() from firing if its like a 4th decimal place that changes
Fixed Vector3 parsing in formats such as "10 10 10" (it's now 1:1 to the old behaviour)
https://files.facepunch.com/raul/1b0111b1/vec3_parse_test.png
Update vm attachment prefab to use complete new FBX asset
edited 3p relaxed gun pose on weapons that spawned npc's use. Lr300, M429, military flame thrower, minigun, mp5,sap, spas,
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Fixed float, int, long and decimal parsing not using the default argument value when providing a blank or non-numeric input (always returning zero)
Set parent history projectile validation default to true
merge from wiretool_cave_fix
Added network override volume to cave_medium_hard as well, to fix wiring from underground to surface
SP2 cave_medium_hard
hanging tarp polycount reduction
merge from crew_cut_setup
split the rail off the holo sight to a separate mesh
Merge: from player_benchmark_improvements
- Bugfix for PlayerModelBenchmark scene missing from builds
Tests: none, trivial change
Bugfix: mark PlayerModelBenchmark.unity for maps bundle
Tests: none, trivial change
Updated crewcut materials and textures to match beards. Also adjusted to feel slightly more realistic.
Fixed torch attack animations not working on non local players
updated industrial decor pack steam item with new icon, hooked up steam item as unlock to industrial wallpapers as they were missing