249,884 Commits over 3,959 Days - 2.63cph!
Cleanup, move as much as we can to Sbox-Server project
Prevent scientists from sneaking if they need to get into cover asap
ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string )
Remove rifle body, SMG body, semi body since they are only used for restricted weapons
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
Fix metal detector not applying item era restrictions
Restrict access to rifle ammo since no weapons that use rifle ammo are available
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
* Clean up game object / component reference serialization
Fix advent calendar able to bypass primitive era item restrictions
Remove `npc_junkpile_a_spawn_chance` and `npc_junkpile_g_spawn_chance` convars as no junkpiles in the project actually use the components the convars are referenced in
- replace with the normal convar `npc_junkpilespawn_chance`
- Swapped to using correct order reload anims
- Multiswap arrows improvements
- Temporary swap code
Rebuild options UI after merge
base shield gameplay pass
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade.
- Removed rope requirement from barbed barricade
Don't send networked objects twice when the host switches scenes
clean up /asset folder, deleting duplicate icons and radiator prefab
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
Fixed a bug with the [Change] attribute not using the correct type in some cases - make sure we always use the type that the property belongs to
Leaderboard backup, run #
16829
Asset backups, collection update
Merge from demo_shot_improvements
Fixed spears not working with shields
Fixed full screen interaction blocker also blocking the main menu
Fixed the record shot name input field resetting on ESC
Restrict double barrel shotgun
Properly disable camera control when a shot finishes recording
Loop button is now always visible and applies to the whole demo timeline, not just shots
survivors can melee
soldier lights
Camera now gets mouse input at the start of the 3 second pre shot countdown, not after
Merge from admin_wanted_toggle
Added a toggle to control whether to show wanted posters in the admin UGC panel
Better generic conversation flow
Can now specify which NPC has a mission from the mission inspector
Generic mission provider can now support multiple missions
Added a new mission type where the player has to go and turn on an object, the object requires a long hold
Cata airtime & impact WIP.
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
Catapult flame ammo + lighting + sound emitter.
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece