140,870 Commits over 4,505 Days - 1.30cph!
Fix IsPaused collection-modified exception in RustNavMeshAgent
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
triangulated workshop source for wood armor gloves
Fix character creator page setup
Setup 3 new clan related achievements
different colour variants of glass AR
Fixed Posix compile error
* Why doesn't MSVC also throw an error in this case?
Add caller info to "MapIO infinite loop" warning (if available)
Minor adjustments to detailobject system from CS:GO
* No functional changes, just maybe 0.001% faster loading times
Draw Lua panels behind main menu when it is open
Reduced DMenuBar spacing, removing it from the left side
Fixed DToolTip spamming PerformLayout from engine
* This was always happening, but was invisible before recent DrawOverlay changes. Now directly call PerformLayout to set/update the size, without going through the engine
Fixed DMenuOption spamming InvalidateLayout
* Another previously invisible issue
* Fixed DLabel:SetDisabled always calling InvalidateLayout(), even when the enabled value did not change. This is consistent with engine Label:SetEnabled behavior
Try to make Entity:IsPlayerHolding more reliable
Re-export fixed combine soldier player model textures
* Fixes green tint from VTFEdit export that I forgot about
Experimental error handling for Sandbox spawn concommands
* gm_spawn commands give player a notification when they fail, stating the failure reason
* This should hopefully help understand why it seems to not work sometimes?
- deleted old anim folder
- added bespoke animator for subsystem
- set up subsystem and curves for one arm/two arm mask and blends
- Updated 3p anims with correct prop rotation
- re-zero'd rotations in entity prefab
- added anim events for sounds
- updated viewmodel animator naming
Add support to select race
UI
- More layout
- More styles
Build libs for all platforms
Fix compile errors from the merge
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
Adding hide events for glass ak magazine
Fix tiger charging forever at the bottom of vine trees
merge from abyss torch updates branch
merge from waterpipe_spawning_rework
- Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable
- Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument
- Lessened restrictions on terrain when determining where the pipes can spawn
- Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
tweak numbers for generation distances
Glass AR - fixed worldmodel sorting issues with other in game glass objects
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Merge: from vehicle_pooling
- Buildfix for BallistaGun
Buildfix: wrap Ballista private members in relevant mode guards
Tests: ran compile test
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Deleted erroneous vm_flashlight prefab
Merge: from hackweek_unsafescriptingaccess
- New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1)
Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
Update: grab binaries from the merged PR
- addesses review feedback, functionality is same
Tests: ran unit tests on Win
merge from vehicle pooling
a lot more resets for vehicles,
undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts.
add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
worldmodel and static prefabs updated with new model
Update: mark UseMultithreadedScripting explicitly defaulted to enabled
It kept disabling it despite underlying var being enabled
Tests: booted into craggy, looked at var state in console
initial pass at reworking how pipes spawn along roads
Update: codegen
Tests: none
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Clean: unify style, add comments
Tests: none, trivial changes
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Clean: missed meta file deletion
Tests: none, trivial change
Update: move UnsafeScriptingAccess to Facepunch.Unity
- add unit tests
- delete old TLStest and it's scene
Tests: ran unit tests
Code support for siren light.
Hook up to control computer in the launch site scene/prefab.
S2P launch site
fixed pools, re-rendred glass ak icon with slight rotation tweaks