140,498 Commits over 4,352 Days - 1.35cph!
Clean: restructure Rust.Global.Tests.dll tests
Tests: ran unit tests. some OBBTests sporadically fail, but pass on 2nd run - think same as before
Modify SelectionHistoryWindow to have a new ShowFindByPath checkbox. If ticked, show a text input box for pasting asset paths in. Added buttons to select or ping this asset.
Removed WireTool::SharesRootParent client side check, so servers can mod it (only called on the server now)
merge from new_console-ui
Deselect the command list input field when closing
Make sure the command list escape capture is disabled when not visible
Fixed TMP color overriding issue when selecting multiple texts with different colors
Added a mute button to the admin UI player panel
Also added current player's position
Hide World in info tab if theres no world available
fixed crypt foundation step culling before network grid
Use NativeArray to hold terrain heights for texture creation
Add debug logs
new store icons for some easter limited items
merged rust_relay_server -> main (splash screen + dupe send fix)
merge main -> rust_relay_server
removed dupe packet send 🙈
Added a slider in RustEditor window to set the desired auth level
Player ip adresses aren't shown/sent to moderators in the server admin UI
Easter event enabled by default
Adjusted timings by 0.75 inline with other events following TOD changes
Top tier ladder hatch HP pass
Reduced Craft HQM by 5
Unlocking no longer unlocks metal hatch, but rather top tier
Fixed search bar issues, X button works and pressing escape clears them
merge from new_console-ui
Change lastTabIndex to 2, pressing tab was switching in between console and vehicles by default, now is console and items
Fixed ArgumentNullException when typing in vending machine UI
merge from bootstrap_assetscene_step
Added a new loading step in boostrap for when we start loading the asset scenes
More lights.
Scene backup.
merge from PlayerRigUpdate2
Industrial wall lamps & variants.
Fixed more store texts regression from
146395
Fixed variant count text width regression in store pages
reverted accidental splash screen setting tweak
main -> rust_relay_server
Console now fills bottom up
Added an immediate mode to FlushBuffer, fixes the frame delay before the console updates when opening or entering a command
Fixed command list search bar selection color being transparent
Fixed consoletoggle arguments causing tabs to open when the dev tools were closing, causing bugs like autocomplete staying visible, input fields not selected correctly etc
merge from new_console-ui
Reduce error overlay duration to 30s
Fixed loc in tools tab
More null checks in SpawnVehicle
new egg hunt music
new egg open/upgrade sounds
Alternative with refraction.
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
Update Mono.Cecil, use .net standard build
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
merge from new_console-ui
Some styling tweaks on the top bar nav
Fixed console scroll getting back to the top when opening the command list
Dont show [] if we cant get the value (server var from the client)
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