142,252 Commits over 4,536 Days - 1.31cph!

4 Months Ago
Final volume checks
4 Months Ago
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
4 Months Ago
Use player volume rather than player score. This prevents servers with 1/2/3 players that have hit max player count from being put up the rankings
4 Months Ago
Missed one more DigitalClockAlarm pooling issue
4 Months Ago
New default sorting order - Initially sort via population - Use distance as tie breaker - Very occasionally sprinkle in lower pop
4 Months Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
4 Months Ago
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
4 Months Ago
Garage door industrial animations
4 Months Ago
merge from game_room_dlc -> darts_game
4 Months Ago
merge from main
4 Months Ago
only show 5 leaderboard spots
4 Months Ago
merge from fix_storage_adapter_invisible -> main
4 Months Ago
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
4 Months Ago
Kiosk lighting WIP.
4 Months Ago
Fixing chicken suit skeleton skin
4 Months Ago
Cherry pick 150710, 150711 (moved SkinnedMeshRenderer convert button to the context menu)
4 Months Ago
Compile fix
4 Months Ago
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
4 Months Ago
Ninja suit skinning fix
4 Months Ago
Fixed electric furnace gibs not being skinned
4 Months Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
4 Months Ago
Merge from main
4 Months Ago
Merge from workbench_upgrades
4 Months Ago
merge from main
4 Months Ago
Make entityComponent.baseEntity work in OnEnable
4 Months Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
4 Months Ago
Fix
4 Months Ago
merge from mortar_prototype
4 Months Ago
Another attempt at fixing scaled colliders / impact effects on the mortar
4 Months Ago
Change radial option from "Open Inventory" to "Upgrade Workbench"
4 Months Ago
Readd navmesh agent to realmed remove
4 Months Ago
merge rust_relay_server -> main
4 Months Ago
merge main -> rust_relay_server
4 Months Ago
Movember moustache partial fix
4 Months Ago
Added allocation free encryption
4 Months Ago
Fixed DigitalClockAlarm pooling issue
4 Months Ago
Fixed ParameterDisplayName not being populated correctly in test resutls
4 Months Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
4 Months Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
4 Months Ago
Test result stacktraces are now populated correctly with captured errors
4 Months Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
4 Months Ago
Fix new scientists hovering slightly above ghostship floor
4 Months Ago
Fixed editor performance after merging child animator system
4 Months Ago
merge from dont_bake_on_load
4 Months Ago
merge from custom_item_fixes
4 Months Ago
Fix items not stacking together after they've been part of a copypaste
4 Months Ago
merge from main
4 Months Ago
Santa beard partial fix
4 Months Ago
merge from mortar_prototype
4 Months Ago
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p