141,118 Commits over 4,352 Days - 1.35cph!
further reduce fogging in cameras
set crypt building skin to
10472 and set up steam item and temp icon
industrial shelving texture pass updates
Bowless Crossbow - updated textures, added transmission texture to bowstring
Set up inputs for new RRP compatible standard shader
Apartment complex b fixes
Split the roof into multiple objects
setting up crossbow bowless vm prefab and anims
Probably fixed Linux build error
Mention sv_nomap_timeout in "no map" warning (once)
CS:GO missing map icons
Reject invalid Water shader combos
merge from render_pipeline_testing
fix vfog density map not using configured shore distance falloff
Merge from viewmodel_early_disable_fix
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
refactored to ScopedOcean to setup fixture-scoped flat ocean
Bunch of more inconsistency fixes.
minimum setup required to run a test with ocean
setting up crossbow bowless viewmodel prefab, rig and anims
Merge from viewmodel_early_disable_fix
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally
New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next
Updated PlayerAnimation.controller:
- Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Updating skinning for nomad hazmat
Implement CHAR_DIRSTEREO
Also fixed a potential issue with CAudioDeviceSDLAudio
Iterate over duplicator positioning
* Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes
Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity
* Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1
Remove more "test" console commands
* drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect
Change buddha messages to be send to client console
Remove hidden "killtarget" concommand
Make base gamemode load spawnpoint list from the entity
* So we have 1 dynamic list of spawnpoint entities we want Lua to register and use
Added MC:V to mountable games list
Fix main menu being a tiny square for split second on game start up
Minor change
Unchange some hardcoded defaults for global EmitSound
* Hopefully this is as simple as this for issue 6769
Fix Hologram/Distort render FX affecting attachment & shadow pos
* This fixes driving a hologram jeep causing player view to jitter around with the animation.
Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn
Remove some unused fields from HL2MP gamerules
Added Black Mesa as mountable game
* Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU
Slightly improve error handling for saving JPG/PNG files
Change navmesh.GetNavAreaCount data source
* Fixes its return value not matching getAllNavAreas return count
Fixed a crash with trigger_tonemap & some other issues
* Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field
Updated FGD files
* func_useableladder origin KV is now defined (since its auto generated)
Try to fix trigger_playermovement sticking when removed with a player in
parts of /nature folder ok
Updated FIrewood Holder Stack Prop to fix shading issue
Merge from PlayerRigUpdate2
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
Refactor and additional fix
merge from droppeditem_improvements (compile fix)
merge from droppeditem_improvements (compile fix)
Don't open or process light radial menu if map is open
merge main -> rust_relay_server
merged main -> rust_relay_server
merge from droppeditem_improvements
merge main -> rust_relay_server
Resolved relay startup issues, added relay.restart convar, tidied thread shutdown/restart