140,753 Commits over 4,505 Days - 1.30cph!
Added SocketMod_LevelPlacement, added to animal fence/gate
merge from DeepSeaTreasure_rw_fix
Enable Read/Write on primativelootbox_gibs
More prefab setup/cleanup
Started work on large control-room-themed randomised room
Merge from hlod_tex_sizes
Update the LOD baker to apply these sizes
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see
Should save around 15mb of graphics memory
Add a rename dialog to livestock animals, can only be used while the animal is being led
merge from lootcrate_refresh
merge from toolgun_LOD_fix
merge from m4_flashlight_laserlight_attachment_fix
merge from minicrossbow_adssfx_fix
merge from spas12_3psfx_fix
merge from supplydrop_LOD_fix
Infant animals will now stay close to their mother
LIvestock animals now save who their parent is
Added CompletePregnancy convar for debugging
All stats need to be >50% to allow breeding
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby
Hooked up stats to crosshair display
Fixed sizing of stats widget
Added pilot flame to 3rd person flamethrower.
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Merge from unused_assets_tool
Fixed some circuit system leaks and oobs
Removing/downsizing some big assets that aren't used as far as I can see
Also got sidetracked looking through our LOD textures, many are too big:
-Deleted explosion_2_high material with associated textures (191mb)
-Deleted Temp_AssetStore_Crocodile.fbx (44mb)
-Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb)
-Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material)
-Reduced battering ram and catapult LOD3 textures from 1024 -> 128
-Reduced floating city structure LOD textures from 1024 -> 256
-Reduced all floating city LOD textgures from 1024 -> 128
-RHIB lods from 1024 -> 256
-All Hemp LOD textures from 512 -> 256
-Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?)
-Pumping station LOD textures 512 -> 256
-Rentable shops LOD textures 1024 -> 256
-Wrecked sedan LOD textures 512 -> 256
-Siege tower LOD materials 2048 -> 256
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
Restored HBHF sensor IncludeOthers flag (regression from 161268)
Fixes for potential entity related crashes
Fixed regression with CalcViewModelView due to admire anim fix
Make menu state FrameTime use doubles
VGUI tweaks
* Make Lua panels never overlap main menu (except for modal panels, TBD)
* Clientside DrawOverlay is no longer called from menu overlay panel
* DrawOverlay and CaptureVideo hooks use pooled strings
* DrawOverlay and PostRenderVGUI are now called just before main menu rendering (PostRender still is called after, TBD)
* Disable PreRender return value while main menu is open
Minor cleanup - give internal GMod panels better names
Move PostRender hook slightly earlier to never cover up main menu
* Specifically just before rendering the overlay panels/hooks (DrawOverlay/PostDrawVGUI), exactly where ClientMode::PostRender is called
Fixed fuel generator aux inputs draining batteries using the downstream demand
Added a test
Fixed elevator billing batteries from the wrong slot
merge from testrunner_iterationprefs
Force specific playmode iteration editor prefs when running tests in the editor
- Make sure no iteration prefs can fuck up the tests
- Make sure you enter playmode and run the tests as fast as possible
Converted reactive target
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
Hopefully prevent crash on boot from hide services change
Circuit system tests, just two tests checking the throttling works