130,843 Commits over 4,232 Days - 1.29cph!

2 Years Ago
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2 Years Ago
Fixed wanted poster sketch NRE and not re-appearing after being out of client range
2 Years Ago
Layouts for poster2 and 3. SketchOverlay mask changes.
2 Years Ago
merge from ammo_count_in_chests
2 Years Ago
Fixed light leaks in another stairwell piece
2 Years Ago
Added an end to temp VM
2 Years Ago
Temp VM/setup and somme placement setup work.
2 Years Ago
Fixed SERVER compile errors
2 Years Ago
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
2 Years Ago
fix compile error
2 Years Ago
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2 Years Ago
merge fom base_decor_DLC
2 Years Ago
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2 Years Ago
Fixed mirror PlanarReflectionCamera NRE
2 Years Ago
Fixed mirror not reflecting player in standalone
2 Years Ago
testshelf
2 Years Ago
Fixed broken env volume in train tunnel slopes
2 Years Ago
Set skinning knife up for all weapon racks.
2 Years Ago
merge from base_decor_DLC
2 Years Ago
merge from cinematic_bypass_procedural_spawn
2 Years Ago
merge from fish_trap_item_filter
2 Years Ago
More debug stuff. UI lerp speed tweak.
2 Years Ago
Skinning knife T1 Skinning knife no longer default Skinning knife crafting cost pass
2 Years Ago
rocking chair 2 extra variants pushed the paint color to a mask to allow different colors
2 Years Ago
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
2 Years Ago
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2 Years Ago
Added preprocessor directive to render tool Let cache have an option to auto update.
2 Years 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
2 Years Ago
Mirror pickup Mirror no longer default and requires DLC to unlock Mirror damage setup Mirror crafting setup
2 Years Ago
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2 Years Ago
merge from scope_laser_mismatch
2 Years Ago
merge from base_decor_DLC
2 Years Ago
merge from mfm1
2 Years Ago
Debug command comments
2 Years Ago
Spawn conflict fix
2 Years Ago
Protobuf & code gen
2 Years Ago
Disallow bathtub and minecart planters placement under half hight floors
2 Years Ago
merge from main (with conflicts)
2 Years Ago
merge from main
2 Years Ago
merge from save243 - Staging wipe
2 Years Ago
network++ save++
2 Years Ago
merge from rail_network_link
2 Years 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
2 Years 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
2 Years Ago
Compile fix, don't save headshot locally
2 Years 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.
2 Years Ago
Adjust wanted poster positioning
2 Years Ago
Merge DroppedItemsOnVehicles -> Main
2 Years 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.
2 Years 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