140,465 Commits over 4,352 Days - 1.34cph!
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
New tooltip prefab for f1 UI
Some color fixes in command list
music for new rustige egg
Remove poolable from scientist suit NVGM (matches main)
fix manifest after merge squashed
move in checks for placement, should be even easier to place on sloped surfaces
merge from waterwheel_deployable
Added a scrollbar to the command list
Some layout tweaks and fixes
merge from hamster_water_wheel
get RRP running on unity 6
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now
added convar for debugging logs
Fixed item and vehicle list flex scroll gap
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
Checkpoint for Flavien test.
Fix missing HasFlag swaps
new mocap for shrug, thumbs up and thumbs down updated
add convars for: disabling completely, area radius, duration, # of successes until overfished
merge from new_console-ui
merge from render_pipeline_testing
Fixed double select none buttons in the tools tab
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
merge from hasflag_replacement
merge from new_console-ui
Fixed loadouts not loading in non debug builds