136,688 Commits over 4,444 Days - 1.28cph!
merge from RagdollEyeClipFix
Run turret interference updates in a new hashset based queue that sorts interference updates from highest net id to lowest to ensure that interference is applied deterministically (newer turrets will always suffer from interference before older turrets) and hopefully doesn't overload the queue in the process
Fix leaking entity list in UpdateNearbyTurrets
Increased the force from 1 to 1.5 - I'm sure it was intentionally tuned to be very low, but 1.0 was, most of the time, imparting no visible force at all.
The slight push that happens when shooting a corpse now also works for servers-side ragdolls
Added an indicator to the item icon if a weapon has a burst attachment and that attachment is enabled (similar to flashlight attachment)
Use PositionTickFixedTime for TimeExplosive position sync
Merge main -> GrenadeThrowFix
Added a timeout to the fishing bobber in case it gets orphaned from the fishing rod for whatever reason
Make the item description scrollable if it's too long for the text box
Searching for items in the conveyor filter and F1 debug tools now uses the same culture handling that the vending admin panel and crafting menu uses
eg. searching carva will return Carvão (charcoal) when playing in Brazilian Portugese
Added a tooltip to the hostile countdown in the inventory to explain what that it is
Switched hostile countdown text to RustText for better visual quality
Fixed ragdoll eye postion
Fixed skinning knife not producing player heads (missing HeadDispenser component on player_corpse_new)
Include additional performance info about GPUs
small attack heli reload sound tweaks
Orchid material wind changes
updated ak entity, selected bone masks for w_ak anims
Orchid / all variants / prefabs / textures and billboards
Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and edited sword holdtype override controller
Apply proper attenuation to func_rotating looping sound
fixed scenes where forkilift material had overrides
forklift textures polish
removed old material variations
Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
Reduced variants on Cliff, Foliage and Decal shaders
Halved variants in Rust/Standard Blend Layer shader pair
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
Halved variants in Rust/Standard Wind shader pair
Merge main -> CorpseRagdollParentingFix
merge from CorpseRagdollParentingFix/LessSinkableBoats
Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
merge from RagdollInfoConvar
merge from team_marker_reconnect_fix
Only do the early EnsurePointsInitialized call if loading from save
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
Save time reparenting Buoyancy points - just use InverseTransformPoint
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
Eliminate BuoyancyFixedUpdate calls if there's nobody around
Fix player markers staying visible after disabling togglespectateteaminfo
Added corpseinfo convar to get info on the amount and status of player corpses