147,703 Commits over 4,444 Days - 1.38cph!
Merge from shield_disconnect_fix
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects
Replaced the singleton access in disconnect of the map screen and death screen
Fixed shield leaving power bar on screen when player disconnects
Upgrade SSAO to new render pipeline API
Replace RenderPasses with RasterPasses and BlitPasses
Replace commandbuffer SetGlobals with material setters
Use RenderAttachment and UseTexture workflow
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
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Added framework for blocking some items in rentable store inventory
Merge from demo_cfg_frame_0
Adjust timing so this runs after replicated vars are applied
Merge from PlayerRigUpdate2
Don't run the sprint sub system on npc's
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Merge from melee_subsystem_weapons
Some more mild sub system editor speed ups
Bring in both arms on the attack state
Fixed SetParameterLerpAnimatorBehaviour not working
Switched the attack hit animation support to use a blend tree
Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Removed on phone animator state and parameter (now handled by subsystems)
Merge from phone_handle_fix
Fixed phonebooth handset position as well
Add PNG sequence/MP4/Prores demo exporter
Add linear/cubic spline camera math utils/jobs
implement atmopshere volumes (bandit camp fog) in RRP
Add Rust UTK - UI Toolkit based package that recreates most of the existing Rust UI elements.
merge from prototype -> apartment_complex_monument
fix AnimalFur shader missing g-buffer stencil write
Fixed RustIconEditor text align buttons not working since the tmp update
Fixed studiomdl crashing due to recent changes
Build 64bit dmxconvert.exe
Fixed engine failing to run DMXConvert when there are spaces in path
* Fixes StudioMDL not able to work with .dmx files if the model path has spaces anywhere. Possibly other tools and symbols affected too
Remove specific WINVER targets, should all consistently target Win10 now
Fix project build warning with Hammer
Make StudioMDL errors red color
Minor studiomdl cleanups & additions from csgo
*Added support for noforceloop for animations, $appendblankbodygroup, $preservetriangleorder, $bboxonlyverts
* Some better error reporting
Increase StudioMDL file buffer from 32MB to 128MB
Add a StudioMDL crash check to do with that one DMX model
* Probably not an ideal fix, but at least no crash
Fixed func_conveyor applying infinity as force
HLMV tweaks
* Make frame slider taller
* Enable Middle Mouse to translate the camera
* Fixed error spam if using certain previews before loading a model
* Origin Axis can draw without a model
* Improve default camera angle (on launch, when no model)
Initial keyboard prefab setup + folder organisation - all very WIP
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Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
merge from fix_deepsea_teleport_consistent -> main
small backpack prefab and material setup
Speculative fix for players not consistently being teleported into the deep sea
- grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
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Change phrase name for apartment breaking in
FlexElements allow negative gaps
Monument info popup baseline
Set display floor number for basement elevator
Set floor display numbers in the apartment elevator shaft
Add support for elevators to override the display value for their floor number
- still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Add icons for elevator floors
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)