130,463 Commits over 4,232 Days - 1.28cph!
- Fix issue where loaded mission data could retrieve an invalid active mission index
- Improvements for how map and compass mission markers handle deep sea locations
- Various bits of cleanup to places retrieving the active mission instance from a player
Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
fixed condenser tanks draw distances being too big
fixed ocean_buoy_static not culling
reduced culling distance on a static rug prefab, enabled batching
added meshCull on a single fish prop that wasn't culling
reduced draw distance on a cardboard crate drawing way too far, enabled batching
wall.frame.cell_static now culls, was relying on building blocks setup which doesnt
some individual LOD distance overrides on barge props
fixed ridiculous draw distance on worklight triple prefab, objects were not culling
fixed ridiculous draw distance on pipewrench
shallow water rebalance
- better depth values for speed reduction and unbeaching behaviour
- increased unbeaching accel, applies fraction of it upwards to separate better
- increased turning torque by 50% and raised floor of its velocity scaling
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
Boat-shape scoring initial testing
merge from Sail_Minigun_desc
Replaced boat crane meshes with proper prefab assets. S2P on FC3
Fixed radiation zones not disabling after players leave area
Merge from puzzle_reset_changes
merge from floating_cities
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered
Still WIP, have one edge case issue to fix
Merge from eye_wearable_fix_2
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly)
Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
Allow all the frankenstein parts to be added to conveyor filters
Allow frankenstein mask in conveyor filters
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
Remove Viewmodel ghosting
Fix dismount NRE
naval_update -> turret_viewmodel
vendor_ui_drone_accessibility -> main
- Show if a vending machine is accessible by a drone in the regular map
- Shows same result as in the admin ui
- When updating any building parts nearby a vending machine perform a check and see if we need to update the marker
- Add profiling
Restored AutomatedTests scene in Scenes menu
Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios
Had to split PasteEntitiesInternal into multiple methods
- Took a stab at fixing the worst flex UI known to man (my vendor ui)
- Reorganised the layout, cleaned it up a bit
- Fixed close button not aligning with the listings
Merge from junkpile_jump_improvements_2
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
Merge from horse_medsyringe_healing
- Fix horse health not updating correctly in main vitals HUD
- Horse health now gets a special horse icon in the vitals HUD. Cog icon is still used for other vehicles
- Fix medical syringe showing horse speed boost as an incorrect percentage, now shows extra km/h
Store drone accessible state on the map marker
Added a setting in the editor prefs to disable tests list export when entering play mode
Disabled by default
Subtract
135187 (revert water jump out height to 13)
Align the sort settings to the top of the loot panel for large containers, the bottom for small
Cleaned up client/server ores tests
Added comments
Merge from box_sorting_ui
merge from puzzle_reset_changes -> main
Minor cleanups
* Remove dummy functions in CLuaGameSystem
Remove obsolete/undocumented/useless panel types from vgui.Create
* Also duplicate entries for RichText and SpawnIcon
Fixed asset://mapimage/ using wrong mime type
Fixed a exit game crash to do with multirun
* GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL
Fix potential issues with networking code
* Investigating "GetEntServerClass failed" error
Add radiation to launch puzzle reset
S2P
Move trainyard puzzle reset on top of the puzzle room (only half covered it?)
Add radiation to trainyard puzzle
S2P
Add radiation to dome puzzle
S2P