138,902 Commits over 4,352 Days - 1.33cph!
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
fix EmissionToggle with indirect instancing
fix EmissionScaledByLight with indirect instancing
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances
- analytics
- rust+
- nexus
- store
Only difference is it supplies a user agent & supports compression
Another artifical temperature safety check
Point the serverlist to the new HttpClient
Create single shared HttpClient inside WebUtil
Animation tweaks pass, added slight body lean when turning
Fixed wheel collider having some weird residual angular velocity
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this)
Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are
SceneToPrefab will save the heightmap as a separate asset that only the prefab references
manifest_size_optimizations -> server_browser_optimizations
fix_server_browser_compression -> server_browser_optimizations (2)
fix_server_browser_compression -> server_browser_optimizations
server_side_list_filters -> server_browser_optimizations
Empty servers are now excluded from the API response rather than filtered out by the client
Include tree_deciduous_card_01.mdl with the extra skin
* Fixes some visual inconsistencies on HL2 maps
Implement Panel:Clear for DPropertySheet/DCollapsibleCategory
* DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel)
* DCollapsibleCategory will avoid clearing its header, deletes everything else
* DPropertySheet:CloseTab now also calls OnActiveTabChanged
Flip order of operations for model matrix mult of DrawSkinned
* Should fix angles affecting position
Apply name restrictions to concommand.Add
* It's the same name restrictions as CreateConVar, so probably fine?
Let's try removing Language system from dedicated servers
Minor cleanup
Do not check toolmode_allow convars for Utilities menu
Clarify what "Max Ragdolls" server setting is
Stop soundpatches on entity removal
And also prevent soundpatches from playing with invalid entities.
Spawnmenu calls CanTool clientside to mark server-disabled tools
* This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool.
Cannon anim update and blend fix
Fix divesites spawning under boats
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
apartment lights prefab updates
merge from boxes_resource_refactor
missing commit message:
"refactored box resources for better GC and consistency over network save/load"
Add command to refresh server list manually (for testing download)
Fix seed not being applied to weather preset selection/order correctly
Clean: simplify TestNoClipConsistency unit test
Tests: ran updated unit test
Swap logic check round for the cache isOn
Try/Catch instead of just rawdogging it
- Grab banned servers only when cache is set to false
- Seperate banned servers into its own class seperate from the manifest
- Wire a nice await before refreshing currently opened brwoser into the server browser page
culling mode set to animate all on salvaged axe viewmodel prefab
Fix missing compression headers from ServerList HttpClient
- allows serverlist to download in gzip as intended
Fix animals and naval scientists only fleeing or being passive
Created a small physics engine for Pool
- Uses ball and line intersection
- Cheap
- Data based structure so we can thread it/run on native
Still lots to implement. Working proof of concept
Fix path not logging to vddraw, fix animals always fleeing
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group
As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state
Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Fix animals running in circles
Fixed some potential crashes
Clear _rt_Camera texture to black on disconnect
Clear water reflection/refraction textures when unused
Ship fixed door models
* Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting
* Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout)
* Door01 - added ep1 hardware type, fixed pushbar lighting
Ship fixed Skin13 & 14 for doors
* Fixed handlebar textures for both
Merge PR: Toolgun trace not hitting parented props re-fix
Fixed a crash to do with HTLV
Fix potential crash issue with rope rendering
Implement pistol empty holster
* Fixes the model having empty and non empty holster anim being tied to the same activity
Remove the while loop from DModelPanel render
* Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom
Merged Pull Requests
* weapon_fists sets damage position
* Make closedcaptions fonts anti aliased
Fix missing font CloseCaption_Small
Implement vendor specific shadow depth format test for Intel
Allow solid triggers to touch triggers
* Allows loose weapons and ammo entities touch remove/teleport triggers, etc.
Unhide r_particle_timescale
Make effects.BubbleTrail not turn start/end pos into mins/maxs
Add a temp hack for missing surface.GetScissorRect
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
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replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
Revert
144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling
US English is supposed to be the default (I'll add UK english at some point ok)
Armor -> Armour in the storage box store page pack description
Skin pass for snow jacket
replacing train tunnel prefabs TriggerWakeAIZ