125,436 Commits over 4,171 Days - 1.25cph!

2 Months Ago
New user-bindable marker commands: - `buttons.markcurrentpos` to place a marker at the players position on the map - `buttons.clearmarkers` to clear all map markers
2 Months Ago
Reverted 123230 "merge from session_analytics", needs more work
2 Months Ago
Do not build bootil 64 bit on linux/osx
2 Months Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
2 Months Ago
Fix NRE from party menu trying to render when opening DM menu in chat
2 Months Ago
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets) Make LevelManager safer to use with overlapping async operations by queuing them internally Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene Load asset scenes in parallel
2 Months Ago
Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Can now build 64bit map compilers Update build scripts for Windows
2 Months Ago
correct default max brightness
2 Months Ago
smooth out abrupt fog/lighting change when going underground
2 Months Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
2 Months Ago
Re-enabled instancing for the Nature/Cliff shaders
2 Months Ago
Clean: Refactor free-slot searching logic Hope is to make it harder to mess up index calculation when writing more code of this style Tests: GamePhys unit tests + projectile consistency unit test
2 Months Ago
Added extra sanity checks to projectile consistency testing
2 Months Ago
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
2 Months Ago
patrol_heli_revision_fixes -> main
2 Months Ago
Fix strafe think NRE Remove logs
2 Months Ago
Tests: GamePhysics.TraceRrays and TraceSpheres coverage Wasn't covered previously which led a bug slip in. But has already been fixed. Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
2 Months Ago
Update connect modal design
2 Months Ago
patrol_heli_revision_fixes -> main
2 Months Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
2 Months Ago
merge from main
2 Months Ago
Added a button to reset the timescale to 1 in the Rust Editor window Also added a new menu item to open that window: Tools/Rust Editor
2 Months Ago
added missing effects update on batched projectiles and retiring into the prefab pool
2 Months Ago
Fixed argument mismatch on one of the auto turret tests
2 Months Ago
clear static test field in pet-test teardown
2 Months Ago
Codegen
2 Months Ago
Resolved auto turret merge conflicts
2 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
2 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
2 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
2 Months Ago
▋▄▍▄▉ ▆▉▉▌▆ █▋▇▆▇▋▄▇▅ ▌▅▌▌▌▊▄▇ ▅▋▄▄ ▆▋▍▇▌▊ ▋▌▅▍▍▋▍▅ ██ ▋▍▋▍▌ ▄▊▍, ▍▆ ▅██▌ ▇▋ ▌▅▆▍█-▍▉▅▆█▄▍ ▅▄▌▋▅▉▉▆▄ ▄▅▆ ▄▍ ▇▉ █▇▇ ▆▉ ▅▍▌▌█▄ - ▌█▉▊█▍▋▋▌█ █▆▍▆▅▋▋▄ ▍▌ █▉▍▊ ▍ ▄▋▇▄▅ (▄▌ ▋█▋▋ ██▋▆▇ ▆▉▅▄▄█▍ ▇█) ▅▋▍▉ ▊▇█ ▍▋▇▆█-▋▋█▊▉█▉▇ ▆▇▆▊▉▆▄ ▋▉▌ ▊▌ ▍▊▍▆▍ ▅▋▇▇▉▊▇ ▄▌ ▉▋▋ █▉▍▇▍▆ ▌▉▆▍█▇▊▇▌▋▇ █▄▋ ▅▊▇▊▆ ▄▊ ▊▌ ▊▊▋▆▄▅ ▇▊█▄█▄▋ ▊▆▇▄▊<->▅▋▊▊█ █▍▉▋▅▆▅▌▉
2 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
2 Months Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
2 Months Ago
Dont try and flee to a monument if you're already inside one (improved)
2 Months Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
2 Months Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
2 Months Ago
updated the diy hammock from blockout to finalised mesh and textures
2 Months Ago
merge from main (AutoTurret.Server conflicts)
2 Months Ago
Restored UIBackgroundBlur-IngameMenu mat
2 Months Ago
Store DLC tab wip
2 Months Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
2 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
2 Months Ago
Use plane height for random restricted patrol size destinations and flee positions
2 Months Ago
fixed abyss skin item def being null (wrong reference name)
2 Months Ago
Fixed store overlay cart button styling when the pack is owned
2 Months Ago
rebake CraggyIsland water and height maps - resolves "water holes"
2 Months Ago
Store overlay pages auto cycling
2 Months Ago
phrases
2 Months Ago
merge from autoturret_optim (fixes)
2 Months Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.