142,338 Commits over 4,413 Days - 1.34cph!
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels
Console gen
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
merge from computer_io_no_passthrough
merge from throwable_aim_stuck_fix
merge from heldentity_anim_fix
update from player_rig_update
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
fix power draw for twitch rivals computer desk
clean up thrown darts after a timer
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
merge from store_may_fixes
merge from electricfurnace_gibs_fix
merge from spectate_map_fix
merge from doorcontroller_wiring_fix
merge from deepsea_vendingmachine_leakfix
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Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
Update: add debug only sentinel writing to playerInfos and playerSegments
Tests: ran unit tests
Update colliders on industrial garage door to exactly match those on original door
exported edited 3p holdtype jog/run animations from jerrycan to mp5
Bugfix: fix tick being written to an index that didn't account for growth
Tests: all unit tests pass
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth
Tests: ran new test - fails as expected
fix 3rd person dart throw
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion
Tests: ran unit tests - no more failures (but there's an extra known bug)
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point
Tests: ran unit test
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity
This one catches out of bounds read during growth (but not the one expected)
Tests: ran unit test
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
Update(tests): add TickInterpolatorCache stress unit test
Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues
Tests: ran new test
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Buildfix: missing files from previous submit
Neon prefabs to default layer for ref probe purposes.
Clean: minor reaorganization + comments
Tests: unit tests
Thicker door frame for entrance
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
fix guard checks for when no player is mounted
Entrance a / removed overlapping geo
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
cleanup rocket splash scenario prefab properly