194,179 Commits over 4,079 Days - 1.98cph!
Wallpaper splash damage enabled on propane bomb and satchel
Fixed radius
Rockets and C4 splash damage wallpaper through walls
- Added logging for the Heap, Stack and GC (more to come)
- Data is no longer written to the file every frame inside update(). Instead its being saved into a list and
written into the file when stoplogging() is called.
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Input fields character limit tweaks for player report, bug report and crafting ui
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter
- default to only using HV rockets
- hold 'R' to open radial menu to switch ammo (similar to guns)
- switching ammo doesn't trigger reload, it only chooses what rockets are prioritized
Press 'R' to trigger manual reload of attack helicopter rockets
- same as reload when you use full volley of rockets
- won't reload if you have 6/6 rockets available to shoot
Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu
- at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate
- clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
merge from neonsigns_newinputs
When frames have the same power amount, the last updated frame takes priority
Improve handling of null meshes in RustRenderer auto conversion
- Neon sign side inputs cost the same power as the main input
- Side inputs add active usage only if the main input isnt used
- Fixed frame not being updated when a side input lose power if there is power on another frame
Grow block allocations exponentially because linearily wastes more buffer space.
Implement ArrayEx.RemoveAt* utility functions
Added first iteration of wood materials for the wallpapers, and updated some others
Remove mp_usehwmmodels convar (unused)
Remove unintended change
AvatarImage panel changes + defer material cleanup till render end
AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
Deferring material cleanups a little makes it more likely the materials and textures are no longer used by any part of the renderer, allowing refcounts to reach 0 naturally.
Added GM:OnClientLuaError( strErr, ply )
Remove stray space indentation in some Lua files from PRs
Updated Command Block Model, Prefabs and Material
Added Command Block Textures
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arrow ammo bucket blockout
Added a compute shader for calculating a histogram which will be used for comparing the values of broken and non-broken normal maps
Fixed incorrect prefab setup in schizo trees
Issue with schizolobium FBX names
Fixed the issue causing incorrect ordering + colouring of available mixing/cooking table items based on ingredient availability, only when in standalone builds.
merge from jungle_update_improvements
Updated schizolobium colliders
Replaced mirrored corner piece after merge from main
merge from main
121401 to jungle update improvements
outboard motor blockout update
Fixed being able to place floating signs with a ladder on top of a tugboat
Replaced corner mezzanine piece in zigg due to inverted scale
Remove unintended change that doesnt compile on main
Apply changes to type() function (Server/menu) (Community Contrib)
Fixed ragdoll boogie happening from +USE pickups/throws
Prevent throwing +USE pickup if holding M1/M2 while picking up
Ship a cleaner version of decals_mod2x, uncompressed
Eliminates green colors from some overstacked decals. Not perfect because some decals now have gray outlines instead of green ones, but much better still.
Also ship improved versions of decals/light, decals/dark and decals/alienfliesh/shot1 which appear in the paint tool, and suffer from DXT compression artifacts
Compile warning fixes
Update Metrocop player model to have a valid shadow LOD
Do not render dragndrop overlay when UI mouse input is not active
A bit of a bandaid fix, but it works.
Minor cleanups
FPS independent CUserCmd:GetMouseY/X on server
Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity")
Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value.
This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS.
Removed unused convars that do nothing
r_fastzrejectdisp
mat_shadowstate
mat_maxframelatency
mp_usehwmvcds
r_threaded_client_shadow_manager, r_threaded_renderables
r_decal_cullsize
r_drawopaquestaticpropslast
r_threaded_renderables
snd_mix_async
mat_parallaxmap
On dedicated servers, return "unknown" instead of "prerelease"
Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances, instead of most of the time.
Fixed resistance turrets being in combine overwatch squad
Added list.RemoveEntry (Community Contribution)
Floating cities greybox progress
Adjusted the pickup volumes for all the shelves.
- Should now be able to pick up shelves if deployables like the TC is placed as close as possible.
Remove most of deprecated CSteamAPIContext usage on the client
It is removed entirely in some newer version of Steamworks API
Fixed voice chat crashing, remove unused files, steam usage cleanups
Remove more usages of deprecated SteamAPIContext
Remove deprecated Steam API stuff from legacy server browser
Fix srcds crash to do with workshop
Remove temporary hacks for DButton and IMaterial.GetColor
Clear networking queue on map shutdown, not map init
Fixes clientside errors happening before LevelInit hook not being sent to the server
Merge Pull Requests
* Pico optimization for cam.Start2D()
* Added list.GetEntry
merge from ballista_disablelegs_fix
Inventory, Limited & General Skins icon bluring
Updated source generator to support event generation.
Ensured our attribute matches this
More tests in the legacy shelter