254,385 Commits over 3,990 Days - 2.66cph!
some more bullshit meta properties
FIxed death screen displays for deployed siege ammo
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
Merge from mfm1, big merge, including Unity version update.
Fix exception when opening the demos UI and the demos folder is missing
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Manifest build to bring snakes back
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
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merge from main -> item_ownership
Initial outbreak scientist setup
Added sprayer entity
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One NRE fix, HostSync -> Sync
Monitor Rust project plastic config file for changes, extract and insert the current branch name into Unity window title to make it easier to see which branch each copy of Unity is currently on.
Shows in the taskbar previews.
Added option to toggle it in the Rust Editor window, defaults off.
- Profile socket mod inside, i'm going to be using it a lot
- Natural beehive file cleanup
Satchel charges can blow up from damage which'll override the attacker
Rat can roam around while they don't have a target, implement Rat.Friend so it doesn't attack its owner
Don't need these interfaces for BeamComponent
merge from primitive -> aux2
merge from primitive/fix_loot_table_nre -> primitive
Fix NRE when enforcing eras for loot tables
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Remove debug spam of server tags in F1 menu
merge from main -> primitive
Generate manifest to prevent build server from failing when generating manifest remotely
Link asbestos armor insert world model
asbestos armour plate
world model LODs, materials and textures
setup .worldmodel
Cleaned up the gluon and fixed fucked up effect
Deployed explosives explode when the ground they're deployed on is destroyed
Update: Putting in a skeleton of logic for Parallel update
- Duplicated BasePlayer.ServerUpdate and FinalizeMove - rewrote to work on a list of players
- Added `server.useplayerupdatejobs` to control whether to use parallel or serial processing of players, default to off
New code doesn't really do much, just organized in a way to start working on parallel bits. I feel like I'm about to depart on a year-long journey into the jungle.
Tests: compiled in editor in SERVER-CLIENT mode
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Fixed "radius" in "Position Along Ring" being clamped to above 0
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Upload map image to files.facepunch.com via the publicapi and retrieve the url
Edit mode shortcut workaround
Started on editor cookies
set thrown satchel Player property, so kills are credited
Use cancellation token in HttpResponseMessage.EnsureSucessful
merge from primitive/deployable_ammo
Fixed explosion effects spawning twice
Offset the explosive effect spawn point a lil bit to reduce clipping
Adjusted flammable ammo effect rotation
Make ResourceLibrary work for all Resources - meaning we can network resource references