130,386 Commits over 4,201 Days - 1.29cph!

Yesterday
merge from boat_building
Yesterday
Can't push anchored boats...
Yesterday
merge from boat_building
Yesterday
Boats can now be pushed by players. Initial checks/limitations. More to do later.
Yesterday
Another fix PuzzleReset not calculating if looted - poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value - check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
Yesterday
merge from laserdetector_tests
Yesterday
Added a laser detector test for fast moving vehicles detection
Yesterday
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
Yesterday
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
Yesterday
Reset steering when no players are aboard, to stop abandoned boats spinning.
Yesterday
Fix viewmodel bob spazzing out at high curtimes
Yesterday
Remove the ability to use healing "food" items (medkit, healing teas) when prevented from wielding items in a mountable.
Yesterday
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
Yesterday
undef svc_Menu Fixed CurTime being clamped to float serverside
Yesterday
Pause launch site puzzle until crates are looted S2P
Yesterday
Pause military tunnels puzzle reset until crates are looted S2P
Yesterday
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels) - fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players) - fix door barricade above not respawning with the puzzle - fix diesel respawning separately from the puzzle S2P
Yesterday
Rust Birthday Balloons - Added prefabs for all variations, fixed orientation, updated model lods and gibs, added wind shader support, ran manifest, etc
Yesterday
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
Yesterday
Fix menu not working in browser due to recent changes Adjust spawnmenu HTML tabs colors and padding * Make the blue color darker, consistent with main menu * Make the save button have better contrast when hovered * Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box * Removed unused CSS classes (.btn-back) Add hover/active states to some button classes in main menu * Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc. Merged Pull Requests (Community Contributions) * Menu: New Game checkboxes cleanup * Menu: Improve modals on Addons page * Menu: Optimise favourite map handling * Menu: Optimise 'ng-tranny' translation module Copy over changes to ReadPreserveEnt from CS:GO Cleaned up Panel.h Minor cleanups for gmod stuff in c_baseentity.h Try a fix for "GetEntServerClass failed for ent 1" Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
Yesterday
Added v4 player anims to base player animator - default sitting on chair - jumping - freefall skydiving - chute open parachuting anims
Yesterday
set skydiving anims to loop
Yesterday
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset - they were at the same position so should be picked up but better to be safe - gave each one a numbered name so can confirm fixed - S2P (even though not needed)
Yesterday
Pause NMS puzzle reset timer until crates are looted S2P
Yesterday
Allow SpawnGroups to override their reset behavior - crates above NMS won't start the reset timer - scientists inside NMS could start the reset timer
Yesterday
Add support for puzzle resets to only start counting their timer down once they are looted - easier to check loot than wait for the keycard to specifically be swiped - enabled per puzzle reset - will ignore NPCs being killed outside the monument - very similar to how junkpiles work: start reset timer once the crates have been looted
Yesterday
Laser detector can now detect Vehicle_Large layer (tugboats)
Yesterday
Fixed laser detector not resetting its triggered flag when powered off while triggered (was harmless)
Yesterday
More laser detector tests Cleanup
Yesterday
merge from main -> boxes_dlc
Yesterday
Hat.Cap repose
Yesterday
merge from helicopter_flare_balance_pass -> main
Yesterday
Buying a mini or scrappie from vendor automatically grants some flares
Yesterday
initial setting up of viewmodel paintballgun prefabs/anims
Yesterday
merge from main
Yesterday
Tweak cannon ball velocity/gravity.
Yesterday
Reset pitch and prevent aiming while reloading cannons, re-introduce third person reload animations for cannons, fix cannon animator never resetting reload progress when cancelling a reload.
Yesterday
Roadsign Glove LODs - Male/Female
Yesterday
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
Yesterday
Throw and fail the test if SpawnEntity failed
Yesterday
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
Yesterday
Merge: from main
Yesterday
merge from sorted_protobuf_gen
Yesterday
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
Yesterday
Merge: from spectate_dontfloodsnapshots - reduce potential delay when starting to spectate a far-away player Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
Yesterday
merge from military_tunnels -> puzzle_reset_changes
Yesterday
Merge: from main
Yesterday
sort ProtoMessage Messages for codegen consistency
Yesterday
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P