239,344 Commits over 3,837 Days - 2.60cph!
Added Waterwell NPC Mask model/materials
Deleted waterwell modelviewer files
Added min/max height settings to RustText
Only draw the min/max fields if auto size is true
Set Tooltip text min height to 24, so their height doesn't shrink based on the string used (was happening with some languages)
Removing some old defuse map files that we don't use, and I open it every single time when trying to open the real map.
RustText SetPhrase method can now take arguments and will call SetPhraseArguments
Allow multi-selection when converting LocalizeText components
Minor Phrases update menu items naming change
Localized inventory item splitter "Enter split amount..." text
Localized IOEntity crosshair info
Localized crosshair health and stability texts
Implement Pooper achievement / stat
Implement Go Faster Stripes achievement
Implement consecutive win / Winning Streak achievement
Implement Ace! achievement
Handle WebSurface.Url null, remove duplicate private url check
Fixes Facepunch/sbox-issues#6380
Add libstates, update libevents
Revert old-style state machine implementation of spike trap
Fix host spawning twice (?)
Level and time stats update for completed level
Misc json changes
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Fix wolf sight tracing to prey feet, often causing it to be blocked
Fix wolf hovering slightly above ground
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merge from empty_bind_fix
merge from world_model_scale_fix
Make new wolf DPS equivalent to the current one
Optimize FillDefaultsGenerated
merge from world_update_2
Achievements overview page, limit sidebar achievement count
Leaderboard backup, run #
13804
Reduced light extinction underwater
Added directionalLightIntensityDepthMultiplier, adjusts the sun/moon light intensity based on the players underwater depth (to counteract the above extinction changes but still allow underwater light sources)
Currently printing the current water depth every frame for testing
Bandit town spawn radius edits
ScientistSpawnPoint prefab revert to 2m
Trainyard spawn radius edits
Airfield spawn radius edits
Launch site spawn radius edits
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Train tunnel station NPC spawn edit
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)