143,594 Commits over 4,383 Days - 1.37cph!

27 Minutes Ago
Setup anim events for toggling visibility of arrows on worldmodel
42 Minutes Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
60 Minutes Ago
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
1 Hour Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
1 Hour Ago
Merge from main
1 Hour Ago
merge from fix_assetscene_deepsea -> main
1 Hour Ago
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1 Hour Ago
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
1 Hour Ago
Potential fix for zombie NRE on _agent == null in tests
1 Hour Ago
Potential fix for zombie NRE on _agent == null in tests
1 Hour Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
1 Hour Ago
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2 Hours Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
2 Hours Ago
Fix zombies breaking automated tests
2 Hours Ago
Fix zombies breaking automated tests
3 Hours Ago
fix ColorEx WithHDRIntensity, missing alpha copying
3 Hours Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
3 Hours Ago
testlist
4 Hours Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
4 Hours Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
4 Hours Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
4 Hours Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
4 Hours Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
4 Hours Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
4 Hours Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
5 Hours Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
5 Hours Ago
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5 Hours Ago
Merge to workbench_upgrades
5 Hours Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
5 Hours Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
6 Hours Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
6 Hours Ago
Synch trajectory lock state correctly for all control paths.
6 Hours Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
6 Hours Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
6 Hours Ago
Salvaged Cleaver audio file tweaks
6 Hours Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
6 Hours Ago
industrial garage door - minor texture tweak
6 Hours Ago
Adding extra wheel joints for bowless crossbow world rig
Today
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Today
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
Today
Placeholder UI tweaks. Convar descent time. Rework UI flow.
Today
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Today
switched GPU instancing on
Today
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Today
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Today
industrial garage door - Gibs added - Prefab updated
Rin
Today
Fixed incorrect repair material
Today
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Today
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Today
exported edited arm throw pose on 3p rock anims