138,443 Commits over 4,324 Days - 1.33cph!

5 Minutes Ago
Make effects.BubbleTrail not turn start/end pos into mins/maxs Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models
2 Hours Ago
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2 Hours Ago
merged main -> main/rust_relay_server
3 Hours Ago
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
3 Hours Ago
untabify
3 Hours Ago
merge from painting_line_tool
3 Hours Ago
remove unused "using"s
3 Hours Ago
merge from painting_line_tool -> main
3 Hours Ago
Remove kicked toast debug log
3 Hours Ago
Fix crash with paddling pool unloading.
4 Hours Ago
missing reference
4 Hours Ago
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
4 Hours Ago
cargo_crate_layering_fix -> main
4 Hours Ago
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
4 Hours Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
4 Hours Ago
Forgot to save, material fixes
4 Hours Ago
Added collision back to shop E. Small material changes.
4 Hours Ago
added HUD element for line tool, new convar for configuring direction lock distance threshold
4 Hours Ago
First pass of materials on rentable shop E (still WIP)
4 Hours Ago
merge from naval_update/io_boats/privilege
4 Hours Ago
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
4 Hours Ago
labs_crate_player_input -> main
4 Hours Ago
Slight changes in GetPrivilege to support tugboats
5 Hours Ago
Flame turrets deployable on boats
5 Hours Ago
boat_hand_animation_fix -> main
5 Hours Ago
Fixed steering wheel and throttle issues on the PT Boat
5 Hours Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
5 Hours Ago
Shotgun trap deployable on boats
5 Hours Ago
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Added missing server collider to DS Signal Computer.
6 Hours Ago
Fixed tropical1 bush billboard oddities.
6 Hours Ago
merge from ddraw_sceneview
6 Hours Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
6 Hours Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
6 Hours Ago
merge from dragbyangle_improvements
6 Hours Ago
Optim: merge count and sort jobs into one Tests: unit tests
Today
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Today
Add previewed line tool method, behind convar
Today
clothing box - texture pass and material updated
Today
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Today
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Today
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
Today
shipping container texture repack projected decals and decal materials
Today
Paint line tool, directionlock method
Today
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Today
Add missing SetApplicationId call for Discord integration
Today
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
Today
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed