144,499 Commits over 4,413 Days - 1.36cph!
exported edited 3p holdtype jog/run animations from jerrycan to mp5
Remove duplicate cdll_int.h in engine.vpc
Merge some missing changes from main
Reduce alloc size in CGameClient::WriteGameSounds
Hacks for P2P
* I HATE this
Update Steamworks API to version 1.64
Added "Downloaded" category to Addons menu
* This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC
* It also (unfortunately) appears to contain downloads for other Steam users on the same PC
* You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
Bugfix: fix tick being written to an index that didn't account for growth
Tests: all unit tests pass
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth
Tests: ran new test - fails as expected
fix 3rd person dart throw
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion
Tests: ran unit tests - no more failures (but there's an extra known bug)
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point
Tests: ran unit test
Minor cleanup
Restore network compatiblity with main
Hacks for P2P
* I HATE this
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity
This one catches out of bounds read during growth (but not the one expected)
Tests: ran unit test
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
Update(tests): add TickInterpolatorCache stress unit test
Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues
Tests: ran new test
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Buildfix: missing files from previous submit
Neon prefabs to default layer for ref probe purposes.
Clean: minor reaorganization + comments
Tests: unit tests
Thicker door frame for entrance
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
fix guard checks for when no player is mounted
Entrance a / removed overlapping geo
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
cleanup rocket splash scenario prefab properly
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated
Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
A, B, C lighting prefabs.
Layer stuff for remaining interior shells.
Scene backup.
Removed backfaces from apartment comples b entrance
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not
Fixes the animations persisting on syringes and bandages when they shouldn't be
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
main -> twitchdropsrenderer
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
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merge from computer_io_no_passthrough
merge from useLegacyWorkbenchInteraction_fix2
merge from mortar_prototype
merge fom deployable_snapping_fixes_4
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode
Remove old TerrainHoleRenderer inspector
Fix probe terrain holes again