198,625 Commits over 4,140 Days - 2.00cph!

13 Days Ago
merge from party_system -> main
13 Days Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
13 Days Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
13 Days Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
13 Days Ago
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
13 Days Ago
Merge from main
13 Days Ago
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
13 Days Ago
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
13 Days Ago
merge from main
13 Days Ago
Localization
13 Days Ago
Pull DLC price from steam, show discounted price and discount percent when on sale
13 Days Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
13 Days Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
14 Days Ago
Merge from main
14 Days Ago
(subtract) to get the right value
14 Days Ago
Implemented store DLC tab, wired the dlc overlay pages
14 Days Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
14 Days 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
14 Days Ago
Reverted 123230 "merge from session_analytics", needs more work
14 Days Ago
Do not build bootil 64 bit on linux/osx
14 Days 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
14 Days Ago
Fix NRE from party menu trying to render when opening DM menu in chat
14 Days 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
14 Days Ago
merge from fogmethod1
14 Days Ago
correct default max brightness
14 Days Ago
merge from indirect_instancing
14 Days Ago
smooth out abrupt fog/lighting change when going underground
14 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
14 Days 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
14 Days 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
14 Days Ago
merge from fogmethod1
14 Days 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
14 Days Ago
Added extra sanity checks to projectile consistency testing
14 Days 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.
14 Days Ago
patrol_heli_revision_fixes -> main
14 Days Ago
Fix strafe think NRE Remove logs
14 Days 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
14 Days Ago
Update connect modal design
14 Days Ago
patrol_heli_revision_fixes -> main
14 Days Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
14 Days Ago
merge from main
14 Days 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
14 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
14 Days Ago
Fixed argument mismatch on one of the auto turret tests
14 Days Ago
clear static test field in pet-test teardown
14 Days Ago
Codegen
14 Days Ago
Resolved auto turret merge conflicts
14 Days Ago
Clean: simplify previous bugfix Tests: ran the unit test
14 Days Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
14 Days Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes