194,665 Commits over 4,079 Days - 1.99cph!
bloody bucket and diy hammock
Update DebugLuxels shader from HL2 repo
Remove "Use Bloom" checkbox from Video options, as it does nothing
Remove mat_hdr_level 1 from Video Options since it doesn't do anything
mat_hdr_level 1 will act as "NONE" in options.
Fixed options complaining about missing hap_HasDevice convar
Remove sv_contact and sv_consistency as they are unused
Rework arguments of OnClientLuaError
This is a bit messy until a network breaking update, but new arguments are:
( error, ply, stack, addon_name )
Also no longer affected by "5 a second" limit serverside
Lets try not delaying material/texture cleanup until render end
Add WriteTempEntities overflow warning from csgo
Bonemerged models inherit lighting origin from parent
Makes viewmodel hands match lighting of the viewmodel itself
Apply changes to CHudCloseCaption from TF2
Make Linux compile
Fixed regression to do with PrePlayerDraw
Fixed an infinite loop in weapon selection HUD
Faceposer uses localized "Other" string
Fixed 3D grid not rendering correctly in Hammer
Merge some Bootil changes from x86-64
Remove mp_usehwmmodels convar (unused)
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 FGD files
Added inputs to light_environment, removed point_clientcommand and point_servercommand since they do not work in Garry's Mod.
Fake Combine Ball bounces from frozen props
Make crossbow bolts bounce from indestructable props
Prevent crashes when trying to write too much data to small texture
Added new info to util.GetModelInfo
IncludeModelCount, IncludeModels and HitBoxSets
Fix avatar image texture manager not respecting avatar size at all
Removing more unused convars
mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs
Remove mat_disablehwmorph as it does nothing
add shore distance falloff control for biome fogs
Settings keybinds tab wip
Wallpaper floor & ceiling pack - updated metal floor maps, integrated 2 more ceilings
Add queue system for adding/removing instances to prevent colliding with the jobs
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add more parameters to control biome fog lighting
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
Fix ammo count not updating when gun is fired
- bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
rebalanced terrain splatting around snow and sand to not be massively too broad
Blocking in temporary colours and materials on floating walkways
Update Compass View Model and World Model Mesh
Imported Compass Textures and Setup Compass Materials
Setup World Model Prefab, LODS and Collider
Added support for gradients in StyleAsset (only implemented by RustButton for now)
Also fixed refresh not working in edit mode
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
Setup server browser server types
Setup server browser gamemodes
Icons, and localisation linking
Setup tab groups on navbar
Setup tab groups on gamemodes and server selection
merge from fix_backpack_corpse_remains -> main
Fix backpack not being inserted into corpse remains if the backpack has items in it
merge from qol_train_inaccurate_turrets -> main
merge from qol_train_inaccurate_turrets -> main
Merge from large_demolishing
Merge from large_demolishing
Move the pre existing DemolishFlag clearing behaviour from StabilityEntity.Load to DecayEntity.Load
Turrets are less accurate when shooting players on moving trains
- 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity)
- works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
Renamed some floating walkway meshes. Added temporary textures for colour block ins.
large sail blockout mesh update
food container crates for orange/corn/potato/apples
material updates + LODs and prefabs with collision
merge from fix_corpse_limited_slots -> main
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground
- switch loot panel from generic -> generic_large to show >36 slots
Add URL system to the main menu. Manager can be sent a URL and will parse out the correct path to the correct page.
Pages will be injected with query arguments based on the URL.
Allows us to have buttons that will open up specific pages/settings/areas of the menu automatically.
Working graphics presets
Some layout and toggle fixes
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Turn down bootstrap image opacity
Remove flex transition from page animations
Updated all the skin texture bundles to fix the broken normal maps that were uploaded via the workshop
New standardised way to handle Rust Button tab groups.
Child class which can handle main menu or specific tab menu navigation.
Code cleanup
Added namespace to add pages/ui scripts
created WIP ceiling and floor paper viewmodels
More WIP work on floating walkways
Disable only unsupported submeshes in MeshRenderers, not all of them
Added Ping to the performance logging
Flattened terrain in jungle_ruins_c to ease transition in procmap