243,187 Commits over 3,898 Days - 2.60cph!
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Hitbox to namespace
Fix test periodically failing
Move more stuff out of global namespace
Sound components to namespace
Scene into a namespace
Everything in Sandbox.Game is in a namespace
protocol++
SceneFile in namespace
Write a bullshit weapon component class
ViewModel class
Add CameraController, hook up PlayerController to CharacterController, add ComponentNotFoundException
Add Client
Expose Client properties so I can see them in the editor
Update .gitignore
Add testing scene
Create WeaponDataResource to hold basic info & prefabs for weapons
Include additional performance info about GPUs
Tidy up ready to start on scene stuff
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IzDynamicTree uses izAlignedAlloc
Leaderboard backup, run #7996
small attack heli reload sound tweaks
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list
Add ComponentEditorWidget which can be decorated with CustomEditorAttribute
Example usage:
```cs
[CustomEditor( typeof( Terrain ))]
public class TerrainEditor : ComponentEditorWidget
{
// ...
}
```
TTT: Replace most SteamID usage with SteamID64 (#2029)
Orchid material wind changes
updated ak entity, selected bone masks for w_ak anims
Orchid / all variants / prefabs / textures and billboards
Hacky way to let you do constant values for operator inputs
Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and edited sword holdtype override controller
Shader CI: Do git clean before pull
Minor fixes, x.Load(i) and x[i] has different behaviour between vk and d3d11? Compiled lit user shaders
Apply proper attenuation to func_rotating looping sound
fixed scenes where forkilift material had overrides
forklift textures polish
removed old material variations
Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
Refactor list.lua (#2024)
- Refactor for optimisation, better var naming, and new code style standards
- Remove doc comments
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Refactor fog shader to take lights by index rather than by list, unroll loops still
Loading a local map should work
Tick menu UI in current game context
Strip native load progress
Push the scene when loading map
Show a nicer loading error when can't load a game, instead of hanging on a black screen
Fix wrong username on menu
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Reduced variants on Cliff, Foliage and Decal shaders
Halved variants in Rust/Standard Blend Layer shader pair
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
Halved variants in Rust/Standard Wind shader pair
Disable now failing menu download tests
Rust Content from Game
Uploaded Weapons;
https://asset.party/rust/rustweapons