193,362 Commits over 4,079 Days - 1.98cph!

48 Days Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time`
48 Days Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
48 Days Ago
Update: Don't pad last column Tests: ran unit tests
48 Days Ago
Fix util.TableToJSON only outputting whole numbers in arrays Added point_entity_finder Create Build-Clean.sh Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
48 Days Ago
merge from Player_Seed_EyePositions
48 Days Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
48 Days Ago
updated backpack offsets for some weapons
48 Days Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
48 Days Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
48 Days Ago
Fixed spelling of re'ceive on teas
48 Days Ago
Fixed right eye being flipped upside down
48 Days Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
48 Days Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
48 Days Ago
all gestures anims use v4RustPlayerMask
48 Days Ago
Missed Materials Files
48 Days Ago
Updated missing skinsets with eyepositions
48 Days Ago
Added Second Water Treatment Tank Packed Mask Material
48 Days Ago
v4 holdtype anims use v4RustPlayerMask
48 Days Ago
backup
48 Days Ago
Added New Water Treatment Tank Model and Pump Textures and Material
48 Days Ago
unarmed anims use v4RustPlayerMask
48 Days Ago
Compile errors
48 Days Ago
beehive_fixes -> main
48 Days Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
48 Days Ago
Player seed updates
48 Days Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
48 Days Ago
Missing status panel files
48 Days Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks
48 Days Ago
Removed Old Water Treatment Tank Materials, Textures and Model
48 Days Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
48 Days Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
48 Days Ago
texture resizing
48 Days Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
48 Days Ago
bee_rebalance -> main
48 Days Ago
Missed files
48 Days Ago
Rebalanced multiple and single bee swarm damage
48 Days Ago
Fixed environment volume server compile errors
48 Days Ago
Prevent bee damage (no matter what damage type it is) from bleeding
49 Days Ago
Further environment volume optimizations
49 Days Ago
Update: add an extra profiling scope Tests: ran the perf test
49 Days Ago
override controller updates
49 Days Ago
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
49 Days Ago
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
49 Days Ago
merge from high_walls_skins
49 Days Ago
Animals that just got hit won't delay their next AI tick, effectively skipping to the front of the budgeted queue for the next frame Helps prevent animals play hit reactions a long time after being hit when the server is struggling
49 Days Ago
Merge: from texttable_allocs - Fixing allocs in Server::playerlistpos Tests: ran unit tests and stewed on Aux2 for a week
49 Days Ago
Merge: from main Tests: ran unit tests for Rust.Global due to conflicts in the asmdef
49 Days Ago
merge from main, will rebuild mannifest
49 Days Ago
Fixed adobe gate lock and controller positioning