143,750 Commits over 4,413 Days - 1.36cph!

Yesterday
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Yesterday
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Yesterday
Add a warning to the state sync editor if the state name is incorrect
Yesterday
Fixed lower case Attack on StateSync components (sks and paintball gun)
Yesterday
Removed old AiManagedAgent class, old and useless Subtracted 150385
Yesterday
Ammo type ui icons & colour consistency fixes.
Yesterday
Setup anim events for toggling visibility of arrows on worldmodel
Yesterday
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
Yesterday
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Yesterday
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
Yesterday
Merge from main
Yesterday
merge from fix_assetscene_deepsea -> main
Yesterday
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Yesterday
Disable USE_POLYSOUP for UTIL_RescalePhysCollide Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
Potential fix for zombie NRE on _agent == null in tests
Yesterday
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
Yesterday
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2 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
2 Days Ago
Fix zombies breaking automated tests
2 Days Ago
Fix zombies breaking automated tests
2 Days Ago
fix ColorEx WithHDRIntensity, missing alpha copying
2 Days Ago
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
2 Days Ago
testlist
2 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
2 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
2 Days Ago
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
2 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
2 Days Ago
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
2 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
2 Days Ago
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
2 Days Ago
Merge from workbench_upgrades (Recycle balance pass, description updates)
2 Days Ago
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2 Days Ago
Merge to workbench_upgrades
2 Days Ago
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
2 Days Ago
Added Ballistic helmet model, material, and textures. Set up prefabs.
2 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
2 Days Ago
Synch trajectory lock state correctly for all control paths.
2 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
2 Days Ago
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
2 Days Ago
Salvaged Cleaver audio file tweaks
2 Days Ago
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
2 Days Ago
industrial garage door - minor texture tweak
2 Days Ago
Adding extra wheel joints for bowless crossbow world rig
2 Days Ago
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
2 Days Ago
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
2 Days Ago
Placeholder UI tweaks. Convar descent time. Rework UI flow.
2 Days Ago
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2 Days Ago
switched GPU instancing on
2 Days Ago
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters