255,117 Commits over 3,990 Days - 2.66cph!
Faster and cleaner AND switch tests
Floor netting item setup
gameplay proof of concept
Support closed edge extrude by using edge bevel https://files.facepunch.com/layla/1b0811b1/sbox-dev_7P5yqZDDwU.mp4
Fix scene hierarchy right click (context menu) delay
Always refresh PrefabCacheScenes PostLoad even if the prefab didn't change. Ensures types of older assemblies are refreshed.
Should fix issue where TypeLibrary.GetType() would return null when reconnecting to a server.
The root of the issue was that typelibrary got refreshed on reconnect while the prefabcachescenes were not.
Calculate hand's velocity outside of VR
Align to grid new faces from bevel operation
Door controller server tests
Fixed some old failing tests
New test utils, code cleanup
Add bevel operation, limited to single segment until UI is made for bevel editing properties https://files.facepunch.com/layla/1b0811b1/sbox-dev_BPEXB8kFgB.mp4
Show send message option if one of your Discord friends who you don't have on Steam sends a game message too
Hand grabbing / releasing WIP
Add a send message option in the chat message context menu
Implement roll controls, add some debug output while using the simulator
Started coding a VR simulator, because VR development sucks when you enter the headset
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3)
- Increase a Nucleus's XP when honeycomb is created
- Swapped Nucleus to use ItemMod
- Created Nucleus Information Panel
- Display Raw Nucleus XP if it has any
- Comments added to Tree Entity changes
- Lootpanel added to GameUI
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Add container on Create Organization page
Jazz up dashboard header
Leaderboard backup, run #
17453
Some basic handling for full containers, this will need more work
Hopper now harvests everything from corpses
WIll take all items from a ResourceDispenser (animals and players)
Will take all items from any inventories (players)
Abstract hopper behaviour into new IHopperTarget interface
Implement in BaseCorpse
Misc prefab setup, guide meshes, icon
electrical_enclosure asset WIP
https://files.facepunch.com/jason/1b0811b1/sbox-dev_i6KCbgMIUG.png
don't add shoot delay if shotgun right click fails
shotgun left click without ammo does auto reload
shotgun right click with only 1 ammo does single shot instead of doing nothing
change pitch of shotgun right click sound
Fixed door controller side inputs adding active usage to batteries
When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input
Fixed the exact same bug with industrial conveyors
Bind instance ID buffer too, remove all this bullshit, keep initial transforms at 1 million like it was for now
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[pick] Compute skinning as structured buffer, simpler, easier to understand and removes need to do encoding, doesn't affect existing shaders
Add previous frame buffer offset
[Pick] use CUtlMemory for transform buffer instead of a fixed transform size that crashes, allows for it to be smaller and alloc as much as it needs, needs testing
show notice when getting a weapon pickup
prevent redundant weapon pickup notices, eg. showing both "Hand Grenade" & "grenade x 1"
change grenade/satchel StartingAmmo from 2 to 1
Citizen/humans: couple of minor fixes (sprint input framerates, noclip start delta fix on humans)
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Reserialized tech trees to fix "total cost" not working
refresh open inventory UI when getting new weapon
fix hud gameobject typo
prevent triggering long jump in air
Automatically break prefab instances if part of the instance is reparented to another game object.
A warning is emitted when this happens.
Toggled 'import animation' on RustPlayer.fbx
Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
Body fwd translation based on duck height
Extremely basic body root translation based off HMD
Initial commit, testing out body IK, auto-ducking, started setting up hands and hand animations