244,550 Commits over 3,898 Days - 2.61cph!
Can double click on tree object to focus scene view on it
https://files.facepunch.com/garry/49d23208-2d76-4b6d-9f93-d5e24b669d1a.mp4
Move ghost sheet bone controller onto a separate gameobject instead of on LOD0 so that when the bone collisions are disabled at 25M LOD0 isn't also disabled
Should fix ghost sheet not appearing if player is >25m away from the mesh but the mesh is also large on scree (eg. using a scope or binoculars)
Keep world position when reparenting
Align view / frame
Fix PointLightComponent position
ModelComponent model hitbox instead of bbox
Error prevention
Gizmo.Instance.FirstPersonCamera returns true if user input
Validity checks when deleting physics shape from a body
Add Gizmo.Hitbox.Model
Don't print mission name into chat during tutorial
Oil rig S2P for the new triggers
No respawn zone WIP. Sync to client etc.
Show the chat window but still block any actual chatting while in the tutorial so we still get error messages when placing things
Adding no-respawn icon to the HUD
Potential AttackHelicopterTurret Load NRE fix
Fixed wood and armoured single doors vehicle phys boxes not parented to the rotating hinge, preventing interactions through the doorway for about a second after a door is opened
Don't add the starting delay after placing a sleeping bag when placing the bag on the tutorial island
If a player presses the general respawn button respawn them on the island, not the mainland
Merge from ghost_sheet_fixes
Fixed ghost sheet parachute/arms issue on female player model
Added HuntingTrophy_Large model/materials
New NoRespawnZone trigger type. Added to oil rigs.
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
Added some info in the inspector for the WaterCatcherCollectRate object, and added the base collection rate there.
Fix turret not setting auth dirty when losing target behind LOS for >3 seconds and when turret is first turned on
merge from main -> trap_optimize
Updated Water Jug to support Charitable Rust 2023
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Added forward shadow quality mode variants to select shaders and passes
Merge from particle-fade-mod
Fixed errors and match quality mode to opaque receivers
Readied for the new screenspace features.
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Fix player.GetBots not returning bots
ENT:OnRemove changes
ENT:OnRemove is now called for full update removals, but with an extra argument signifying whether it was a full update removal or not.
Fix server failing to startup due to heightmap being large
Added EventParameter.Display
Move a bunch of stuff in VRNative, clean up
Fix cooldown missing from shotgun trap after it fires
Protocol::Network++ Complaints of CEnvCubemap invalid class index
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
Merge from rail_network_link
Merge from experimental (rebase)
reduced patterning on brutalist wall segments
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Actions, action sets, action state, analog input data
Move native wrapper functions into VRNative class
Rename enum values
Remove unused input source strings
Hook up compositor, settings, device properties & info
Move constants
Fixed opacity mask error in foliage-billboard shader caused by recent changes
Initial tests for static call wrap