140,449 Commits over 4,352 Days - 1.34cph!
Fixed some interpolation code still using floats
SimulationTime and NPC shooting to doubles
Turn more things to doubles
* C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime
* CAnimationLayer.GetFadeout, m_flLayerAnimtime
Health charger and headcrab canisters now use doubles
env_wind near infinite loop fix
CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles
Switch client thinking to doubles
Fix clientside ragdolls update rate
* SetupBones now use double precision time
FOV transitions now also use doubles
HL2 Intro entity uses doubles for timing
More conversions to double
* CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays
Fixed airboat wake trail
* Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0
SpriteTrails use doubles
Bone cache and dlights use doubles
Fixed NPC look targets spazzing out due to high curtime
Switch CAI_Senses::GetTimeLastUpdate to use doubles
New tooltip prefab for f1 UI
Some color fixes in command list
music for new rustige egg
Remove poolable from scientist suit NVGM (matches main)
fix manifest after merge squashed
move in checks for placement, should be even easier to place on sloped surfaces
merge from waterwheel_deployable
Added a scrollbar to the command list
Some layout tweaks and fixes
merge from hamster_water_wheel
get RRP running on unity 6
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now
added convar for debugging logs
Fixed item and vehicle list flex scroll gap
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
Checkpoint for Flavien test.
Fix missing HasFlag swaps
new mocap for shrug, thumbs up and thumbs down updated
add convars for: disabling completely, area radius, duration, # of successes until overfished
merge from new_console-ui
merge from render_pipeline_testing
Fixed double select none buttons in the tools tab
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
merge from hasflag_replacement
merge from new_console-ui
Fixed loadouts not loading in non debug builds
Clean(tests): rename DummyServer -> TestServer
Tests: compiles
RidableHorse.prefab really wants to be reserialized
Fixed text layout issues in auto complete buttons when increasing console text size
Fixed auto complete still visible after closing the console
Clean(tests): consolidate various test entities/systems
Tests: none, going to happen later
FlexVirtualScroll can now use GameObjectRef
Use refs when spawning UGC stubs, hopefully fixes the engineui2_serveradmin_ugcplayerhistoryentry error
rust_relay_server -> main
main -> rust_relay_server merge
offset packetType by lowestUserPacket
Can copy error by clicking on them
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces
- replaced manual measurement loops with Test.Perf.MeasureAndPrint
Tests: none, leaving till later
Replace PoolAnalyzer -> CodeAnalyzer
- apply HasFlag -> bitwise change across codebase
merge from render_pipeline_testing
probable fix for flickering fog
Fixed open folder button showing out of editor
I was hiding the 'save current loadout' button instead.....
merge from waterwheel_deployable