141,289 Commits over 4,383 Days - 1.34cph!
Fix blurry radtown sign once again, regressed during naval texture optimizations
Change Unlock button text to say Prototype when prototype will be used.
Added static strings for both.
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
Added prototype upgrade item.
Visual placeholder prefab.
Placeholder positioning.
Add item setup for all workbenches.
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
prototype initial implementation
Merge: from serverprofiler_recordscope_pause
- Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad)
- Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot
Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Added custom workbench upgrade loot panel.
Supports dynamic/varying upgrade slot counts per workbench type.
Updating skinning for female legs
Set upgrade limits to 4,5,6 for now
merge from new_texture_suffixes_naming_convention
Add lootpanel.workbench_upgrades.
Hook it up to all 3 workbenches.
merge main -> rust_relay_server
Fixing arm skinning for female player model
Merge from terrain_renderer (culling ConVar)
Route VM inventory to admin panel
Remove intial vending orders
Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Make terrain culling ConVar accessible
Disable VM broadcast option
Route vm admin to a control panel
Can now paint the sign while interacting with the rentable shop
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Change contact image render to WaitForEndOfFrame coroutine
Make apartment entity class partial for codegen
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
Remove logging because it's annoying even if it's editor only when it prints out 100+ items, instead opt for a command `printitemtax`
Add purchase price for apartments (placeholder values)
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI)
Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree
Fixes patrolling AI jogging in slow motion all the time
Apply tax to hqm & sulfur
Add code to support taxing the items inside apartment rooms
- only need to configure tax on base items like HQM and sulfur
- it will calculate the amount of sulfur + HQM inside crafted items based on the ingredients and apply the respective tax to each derived item
- example: sulfur = 30 scrap / stack, gunpowder = 60 scrap / stack & rockets = 117 scrap / stack
- can override the tax for a crafted item if needed
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
Fixed bugbait crashing in a certain scenario
Prevent invalid VTF file flags from crashing the game
For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files.
Move ANISOTROPIC stuff from DImage to notification lib
Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel )
Fix player NPC squad HUD not having a background
* Also make the HUD element fit all NPCs following you (up to 16 right now)
Delete some unused CGarrysMod stuff
* Also block building_cubemaps convar (can still read it)
* Removes IGarrysMod::MD5String, PlaySound, GetMapName
* Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated
Bump renderData to 16MB max
* Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64)
Sort network cell tile offsets so the closer ones queue up to be networked first
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
Swap the apartment rooms from static prefabs to entities
Add new entities to manifest
Add prefabs for entity versions of apartment rooms
- small, medium, large
Add entity for apartment building controller
Add code for apartment rooms and the apartment building controller