139,071 Commits over 4,474 Days - 1.30cph!

Yesterday
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Yesterday
Manifest, fixes launch issue
Yesterday
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Yesterday
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
Yesterday
Fix normals in edit mode
Yesterday
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Yesterday
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
Yesterday
Merge from main
Yesterday
center block from sculpture setup data in dialog creation
Yesterday
mbp instead of material instance
Yesterday
Use geo clip terrain normal sampled in vertex shader
Rin
Yesterday
merge from PlayerMaintainedMonuments/powergrid
Rin
Yesterday
Supermarket fridge loot pass s2p
Yesterday
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Yesterday
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
Yesterday
Add new packed textures
Yesterday
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
Yesterday
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
2 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
2 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
2 Days Ago
Merge from main
2 Days Ago
Merge from JulQuickfire_balane1
2 Days Ago
Merge from videoplayer_volume
2 Days Ago
Merge from lunar_masks_wolf_headress
2 Days Ago
Merge from main
2 Days Ago
Fixes
2 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
2 Days Ago
Shift up the second hotbar so it matches inventory placement
2 Days Ago
Setup calf with proper model
2 Days Ago
Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt`
2 Days Ago
merge from main -> editor_hotbar_swap
2 Days Ago
merge from fix_instantiate_persistant_setactive -> main
2 Days Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
2 Days Ago
merge from game_room_dlc
2 Days Ago
Simplify code
2 Days Ago
Fix the second hotbar prefab not referencing the main inventory
2 Days Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
2 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Restore recycler change from 158020
2 Days Ago
Merge from main
2 Days Ago
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
2 Days Ago
merge from grenade_drop_fix
2 Days Ago
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
2 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
2 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
2 Days Ago
merge from hackweek_nameplate_dist_sizes
2 Days Ago
Improved ESP player nametag size updating logic Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
2 Days Ago
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
2 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)