142,720 Commits over 4,383 Days - 1.36cph!

3 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
3 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
3 Days Ago
Potential fix for scientists not spawning on cargo
3 Days Ago
Fix minor typo in WhatUsesThis
3 Days Ago
Merge fixes.
3 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
3 Days Ago
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices - added unit tests Should help us maintain packed state of dependent arrays - will start converting current use cases next. Tests: ran unit tests
3 Days Ago
merge from main -> fix_dynamic_occlusion_pausing
3 Days Ago
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
3 Days Ago
simplified encryption again
3 Days Ago
Simplify encryption
3 Days Ago
Merge from main
3 Days Ago
All remaining monument fixes.
3 Days Ago
Fixed a bunch of errors when baking and using the LOD baker tool
3 Days Ago
merge from playerboat_droppeditem_parent_fix
3 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
3 Days Ago
main -> vendingmachine_ui_refresh
3 Days Ago
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
3 Days Ago
range and accelerated visuals LODs and material setup prefabs replaced and updated.
3 Days Ago
Updated encryption strategy
3 Days Ago
removed sneaky anim event sfx from 3p sitting anims
3 Days Ago
exported unique firecracker 3p animations and linked to new holdtype anim controller
3 Days Ago
merge from pooltable_and_dartboard_models -> darts_minigame
3 Days Ago
init darts minigame branch
3 Days Ago
Added optional encryption to Rust Relay
3 Days Ago
Fixed final vending entry pushing itself out the screen
3 Days Ago
Swap to a string builder to save a few allocations when updating dynamic pricing
3 Days Ago
merge from deepsea_navmesh_optims
3 Days Ago
When the deep sea opens, wait for island navmesh bake to finish before starting the next Added deepsea.navmesh_spawninterval (was using entity interval before)
3 Days Ago
Dynamic pricing support (nearly there!)
3 Days Ago
merge from dragbyangle_rebalance
3 Days Ago
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
3 Days Ago
merge from main
3 Days Ago
merge from deepsea_loot_balance
3 Days Ago
Tweaked deep sea loot: - Initial loot when the sea opens slightly reduced (~15%) - Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100% Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
3 Days Ago
merge from playerboat_player_transfer_fix
3 Days Ago
replicated previous fix in jobs version of code
3 Days Ago
merge from playerboat_player_transfer_fix
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
merge from spraycan_barrels_support
3 Days Ago
fixed shallow wall shelves skinnable redirect to shallow shelves not half
3 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
3 Days Ago
Convert all old scientists to use new navmesh agent
3 Days Ago
Merge from terrain_renderer
3 Days Ago
Actually assign culling value in cullingtest
3 Days Ago
industrial shelves half height and wall shallow - skin created and setup - item updated
3 Days Ago
wall shallow bamboo shelf - fix sitem itemname to allow skinning from repair bench and spray can
3 Days Ago
Check default navmesh is built and log error if not in agent queries