240,759 Commits over 3,867 Days - 2.59cph!

12 Months Ago
A bit faster optional argument handling Also nicer code internally Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas. OnEntityCreated is now also called for clientside only entities Add .gma to file.Write whitelist Support Vector / Vector Merged pull requests * Clean up DOF_Ents table on DOF_Kill * Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace RecalculateLineBreaks before firing OnTextChanged Fix Panel:GetNumLines not being up to date within that hook. CNavArea:MarkAs(Un)Blocked first argument is now optional Fixed clientside ragdolls creating unnecessary bonemanip entities This is a regression fix Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning Made NPC:SetUnforgettable 2nd argument default to true And also made it actually work, whoopsie Fix CNavArea.MarkAsDamaging 2nd argument reading from the first Simplify some code Safe guard against invalid vector input to PhysObj functions OnScreenSizeChanged hooks get 2 new params - new sizes Fix airboat attachment name Fix seemingly incorrect calculation of vehicle wheel total height for rear axle Read settings/users.txt from MOD search path Added optional filter option to both EmitSound functions Added new RichText panel methods Added GetLineHeight Added SetLineHeight - values below zero mean no override Added AppendTextWithURLs Added model file types to file.Write whitelist Reduce .gma whitelist for data_static/ folder Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc. Clean ups Added navmesh.FindInBox
12 Months Ago
Mirror pickup Mirror no longer default and requires DLC to unlock Mirror damage setup Mirror crafting setup
12 Months Ago
Added Cinematic 4K Textures for : - Bath Tub Planter - Minecart Planter - Rail Road Planter
12 Months Ago
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12 Months Ago
Re-order VPhysIntersectionNotification_t to make it more c# interop friendly Add IPhysicsWorld.ProcessIntersections Add Gizmo.Draw.LineSphere easy mode Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop
12 Months Ago
merge from main
12 Months Ago
merge from scope_laser_mismatch
12 Months Ago
merge from base_decor_DLC
12 Months Ago
merge from mfm1
12 Months Ago
Debug command comments
12 Months Ago
Spawn conflict fix
12 Months Ago
Protobuf & code gen
12 Months Ago
Remove unused file
12 Months Ago
Cleanup, update flags based on material
12 Months Ago
Corrected trimsheet surface properties
12 Months Ago
Disallow bathtub and minecart planters placement under half hight floors
12 Months Ago
Merge from main
12 Months Ago
merge from main (with conflicts)
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from save243 - Staging wipe
12 Months Ago
network++ save++
12 Months Ago
merge from rail_network_link
12 Months Ago
Leaderboard backup, run #6941
12 Months Ago
Minor rail road planter fixes: -Adjust prevent building volume to match regular planter exactly -Moved colliders out of the art root, as that only exsits on the cilent -Fixed incorrect repair target -Fixed incorrect item icon -Auto assigned box gibs -Put colliders on Deployable layer
12 Months Ago
Add experimental/temporary ragdoll capabilities
12 Months Ago
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
12 Months Ago
Compile fix, don't save headshot locally
12 Months Ago
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
12 Months Ago
Adjust wanted poster positioning
12 Months Ago
icons
12 Months Ago
Hammer: Fix crash trying to simulate softbody
12 Months Ago
signage
12 Months Ago
Marge main -> experimental
12 Months Ago
Merge DroppedItemsOnVehicles -> Main
12 Months Ago
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
12 Months Ago
The torch holder now emits the same amount of light regardless of what torch is inserted into it Involved prefab changes to all torches
12 Months Ago
Merge main -> experimental
12 Months Ago
IsVRHeadsetAvailable, test showing a button in menu navbar if VR headset is present/available
12 Months Ago
Merge DroppedItemsOnVehicles -> main
12 Months Ago
Digital / skeletal / pose action data + helper funcs for retrieving all action data
12 Months Ago
Increase torch holder deploy height again
12 Months Ago
Fixed inventory player model not resuming animations after a headshot is taken
12 Months Ago
Fixed duplicated sketches across deferred mesh decals
12 Months Ago
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
12 Months Ago
Show nametag on large trophy Show translated animal name on trophy
12 Months Ago
Show count of trophy on the name tag Fixed some scientist submit issues
12 Months Ago
Merge from main
12 Months Ago
Test map wagons and stuff
12 Months Ago
Remove tracking every item on the server Instead, get the ammo count from the held entity when calling Item.Save()