141,255 Commits over 4,352 Days - 1.35cph!

10 Days Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
10 Days Ago
Update Mono.Cecil, use .net standard build
10 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
10 Days Ago
merge from new_console-ui
10 Days Ago
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
10 Days Ago
Dont show [] if we cant get the value (server var from the client)
10 Days Ago
Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles
10 Days Ago
New tooltip prefab for f1 UI Some color fixes in command list
10 Days Ago
music for new rustige egg
10 Days Ago
Remove poolable from scientist suit NVGM (matches main)
10 Days Ago
fix manifest after merge squashed
10 Days Ago
move in checks for placement, should be even easier to place on sloped surfaces
10 Days Ago
merge from waterwheel_deployable
10 Days Ago
Added a scrollbar to the command list Some layout tweaks and fixes
10 Days Ago
merge from hamster_water_wheel
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
get RRP running on unity 6
10 Days Ago
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now added convar for debugging logs
10 Days Ago
Fixed item and vehicle list flex scroll gap
10 Days Ago
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
10 Days Ago
Merge from main
10 Days Ago
Checkpoint for Flavien test.
10 Days Ago
Fix missing HasFlag swaps
10 Days Ago
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10 Days Ago
Refactor all fsms, wip
10 Days Ago
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10 Days Ago
new mocap for shrug, thumbs up and thumbs down updated
10 Days Ago
merge from main
10 Days Ago
add convars for: disabling completely, area radius, duration, # of successes until overfished
10 Days Ago
merge from new_console-ui
10 Days Ago
Compile fix
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
oops
10 Days Ago
Fixed double select none buttons in the tools tab
10 Days Ago
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
10 Days Ago
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
10 Days Ago
merge from hasflag_replacement
10 Days Ago
merge from new_console-ui
10 Days Ago
Fixed loadouts not loading in non debug builds
10 Days Ago
Clean(tests): rename DummyServer -> TestServer Tests: compiles
10 Days Ago
RidableHorse.prefab really wants to be reserialized
10 Days Ago
Fixed text layout issues in auto complete buttons when increasing console text size Fixed auto complete still visible after closing the console
10 Days Ago
Clean(tests): consolidate various test entities/systems Tests: none, going to happen later
10 Days Ago
FlexVirtualScroll can now use GameObjectRef Use refs when spawning UGC stubs, hopefully fixes the engineui2_serveradmin_ugcplayerhistoryentry error
10 Days Ago
rust_relay_server -> main
10 Days Ago
main -> rust_relay_server merge
10 Days Ago
offset packetType by lowestUserPacket
10 Days Ago
Can copy error by clicking on them
10 Days Ago
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces - replaced manual measurement loops with Test.Perf.MeasureAndPrint Tests: none, leaving till later