136,259 Commits over 4,444 Days - 1.28cph!
merge rust_relay_server -> main
Add additional details to websocket connection url
CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl
Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass
Setup postprocess render scale and change passes to use scaled buffer size
Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method
Exporting prototype turn animations
merge rust_relay_server -> main
removed duplicated startup logic
Enabled GPU instancing for blocker materials. More work on stacked terminals stage 1
Use lower network range on a bunch of apartment entities / furniture
re-add stomped audio prefabs
Fixed merge from pre-merge commit
subtract screwed up merge so we can try again (apartment_complex_core turned into a prefab variant of a water barrel??)
Fixed VMO errors on server restart
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
merge from main/apartment_complex_monument
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
InitialScrapFee 260 -> 100
Required hours of rent upfront 24 -> 12
Default cost to open a store is now 220 (was 500)
Fixed some inconsistencies on the open store dialog for hours of rent required
merge from prototype -> apartment_complex_monument
Fix the second safezone check inside Hurt() blocking damage when inside apartment room
- the check that prevents players inside a safezone damaging players outside a safezone
- this should be handled inside the first safezone damage check
merge from cannon_mortars_subsystems
Fix mortars getting stuck in firing loops in demos
Make the safezone checks in OnAttacked() only run on the server in CLIENT + SERVER mode (as it's confusing when it runs on client entity but coincidentally does nothing)
Fix players being marked as hostile the second they leave their apartment room because the timer for holding their weapon was counting up inside the room
Fix TriggerSafeZoneOverride not being partial
Add `clearhostile` command to reset your hostile timer
- refactor `MarkHostileFor()` by adding `SetHostileDuration()` so I can clear hostile time instead of only adding onto hostile time
Fix missing collider physics materials on 13 entities across the apartment complex
Allow players to hold their weapon inside their apartment room
Fix vitals showing both safezone & combatzone after changing CombatZone to a flag
Don't show "you must put away your weapon" when inside your room
Make it impossible to be marked hostile when inside your apartment room (combat, shooting, whatever)
fireflies, firearms, explosions, mushrooms, emissives for all
Also allow looting the bodybag corpses too inside the rooms
Allow looting player corpses inside apartment rooms too
Slightly repositioned check in here text (made it more centred)
Scene2prefab
Added a bit more dressing to the check in desk room
Reduce flickering of view mode selectors in Hammer
Add safeguard to hitbox getter
Hammer tweaks
* info_particle_system uses its effect_name in entity report
* Adjust Map Information dialog
* Make Map error and Entity report dialogs wider
SMG1 grenade and RPG rockets no longer hit health kit bounding boxes
* Was previously done to Crossbow bolts only, but these 2 also suffer from this
* Changed collision group of SMG1 grenades from COLLISION_GROUP_PROJECTILE to HL2COLLISION_GROUP_SPIT to enable it hitting health kit physics objects
Implement health pred changes from TF2 SDK
* Implements and adds FTYPEDESC_ONLY_ERROR_IF_ABOVE_ZERO_TO_ZERO_OR_BELOW_ETC flag to player health
Print a warning if render.Capture(Pixels) fails to alloc memory
Added "Portal Viz Width" option to Hammer 3D settings
* Changes how thick "Load Portal File" lines are. Default is 2.
Merged Pull Requests + Minor cleanups
* Changing a single quote to a double quote
* Micro optimizations for gmod_light
* TTT: Add check for if GetHeadshotMultiplier exists on carried weapon
Allow combat damage explicitly between two people inside the same room / hostile trigger
Change approach to allowing combat inside the safezone
- still consider them inside a safezone regardless where they are in the apartment monument
- only whitelist actions we care about + filtering to be safer than fully disabling safezone serverside completely
merge from npc_turret_interference_fix
merge from npc_turret_interference_fix
Stop autoturret interference from being applied to npc sentries and making random turrets in the apartment complex not shoot anyone
RRP ReflectionProbeEx + vclouds rendering into it