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Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
merge from chinook_ground_fx_fix
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Potential fix for composter fertilizer NRE
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Leaderboard backup, run #5453
Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fix start vertex of multidraw being incorrect
Some cleanup
Merge Main -> Experimental
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
Make steamID optional for clan score events
Nexus clan implementation updates for score events
Update FP.Nexus
Add clan score related things
Fix limit value for get clan log not being passed to API
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
Merge Main -> Experimental
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Show draw call count with multidraw in perf 7 properly
Move the temp manually assigning of computebuffers every frame above the loop that skips values
Fix mutlidraw count not being reset when new meshes are added
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors
Ensure all buffers are diposed
Merge Main -> Experimental
Attack heli: Fixed gunner interaction being possible from driver seat
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
Update RanksPage.razor.scss
Add ranks page listing the top 50 players
Add endpoint to fetch top ranked players
Improve completion message
Fixed parachute camera motion not getting applied to first person spectating
More closely snap the camera to the accurate perspective when spectating a mounted player
Fix draw calls so uvs at least work
Add MaterialCache so we can enable `RUST_PROCEDURAL_INSTANCING` on materials without modifying the source materials in the editor
Various fixes
Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
Leaderboard backup, run #5446
Parachute seat no longer pauses mounted animation
Update backpack slot icon in inventory and locker panels