244,602 Commits over 3,898 Days - 2.61cph!
Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
Added boat position to boatdriftinfo convar
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Merge from airpatch_media
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs
Try to setup shadows with procedural rendering but it has shader error
Fixed broken parsing of player names on in-game twitch rivals trophy UI
Merge from heli_flares. (F15 FX update)
F15 flare iteration to bring it more in line with the choppers.
Merge Main -> Experimental
Added a text filter to the loadout tab of the rust editor window
WIll always show the currently selected loadout regardless of filter
Rearrange some classes around
Store UVs in compute buffer (but they don't exactly work)
Merge Main -> Experimental
New boatdriftinfo convar gets info on shore drift status for all boats on the map (and why they have or haven't drifted)
A player now has to be on a solid surface to equip something in the backpack slot
Includes a translated toast if the player attempts this to explain the restriction
Being seated in a vehicle or standing in the back of a scrap transport helicopter counts as a solid surface
Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
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v_mp5: various updates (see commit comment)
• added firing_mode parameter. 0 = off (safety), 1 = single, 2 = burst, 3 = full_auto. This value controls the visual position of the mode selector knob on the side of the weapon.
• added various components that manage the visual state of this knob and play an animation accordingly. The system uses a sort of self-locking (or pseudo-latching) selector, which lets the visual state of the knob sync up when animations call for a specific Tag.
• video: https://files.facepunch.com/maxlebled/1b2311b1/sbox_2023-08-23_23-56-42.mp4
• fixed accidental hierarchy swap: the bones that were supposed to stand between weapon_root & the weapon_ikrule bones were children instead of parents. I'll need to export some animations again because of this
• added camera animation to deploy & reload
• improved reload animation
Merge Attack Helicopter -> Main
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Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
Leaderboard backup, run #5420
Only enable procedural instancing keyword on materials used with instancing
Fix multi compile in the wrong place in the shader
Fix instancing keywords not being present in the instanced rendering method
"Clean" up the shader a bit
added launcher .item, prefab updates
Include points & group in completion result
launcher prefab updates, added .viewmodel prefab (WIP)
Fix shader for procedural rendering, verticies and indicies seem right now
launcher file/folder setup and edits, base vm rig files & .entity holdtype
Enable nullables, treat all nullability warnings as errors
Add WarningsAsErrors support for projects
Supports a list of errors (e.g. `CS8613;CS8601;CS8625`).
Does not support the `nullable` shorthand yet because of a .NET issue
(would need to expand manually, which is messy)