142,414 Commits over 4,383 Days - 1.35cph!
Update: StableObjectArray.RemoveAtSwapback can now optionally invalidate stable indices
- added unit tests
Should help us maintain packed state of dependent arrays - will start converting current use cases next.
Tests: ran unit tests
merge from main -> fix_dynamic_occlusion_pausing
Fixed door and window deploy guides snapping to the origin of the boat when placing on a finished boat
simplified encryption again
All remaining monument fixes.
Fixed a bunch of errors when baking and using the LOD baker tool
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
main -> vendingmachine_ui_refresh
Block setinfo concommand
Try to prevent infinite loops in model animation code
Apply "boing" jigglebone fix from TF2 SDK PRs
* Fixes some models becoming invisible due to jigglebones
* ValveSoftware/source-sdk-2013/pull/1721
Fix crash with dropship at entity limit w/ strider container
Minor changes & cleanups
Adjust airboat flashlight
* Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV
More nullptr checks for when at entity limit
* Stalker, Combine Cannon effects
More cleanups for consistency
Fix inverted condition on some Lua funcs, oopsie
Disallow physics functions on players
* Is there any reason to allow this?
Add VPROF scope to IsPhysicsObjectValid
Remove VPROF from GetType (& minor cleanups)
Get rid of remaining CSteamAPIContext references
* Enables updating Steamworks SDK to latest versions
* Maybe fixed getting notifications in chat for already unlocked achievements
Only disallow SOME characters from concommand names
* Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past
More cleanups
* Deletes CPropAirboat::CreateAntiFlipConstraint (unused)
* Delete unused fields on some tempents clientside
Restrict control characters from concommand names as well
* Surely no language uses those, I think
concommand.Add throws error when giving invalid params
Rollback changes to Player::GetEyeTrace
* it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods
Minor cleanups
Force ragdoll light origin to the first physics bone
* This fixes strider and some other models appearing black after spawning
Fixed light origin on a bunch of PHX props
* So when the props are spawned, they don't turn pitch black immediately or at certain resting angles
* ~200 models affected
Update some other model illumpositions
* Seats, that one crate gib, alyxgun and annabelle
* Fixed normals on stunstick world model
Include notification font reduction
* Somehow it was never included in the previous HUD related commit
range and accelerated visuals
LODs and material setup
prefabs replaced and updated.
Updated encryption strategy
removed sneaky anim event sfx from 3p sitting anims
exported unique firecracker 3p animations and linked to new holdtype anim controller
merge from pooltable_and_dartboard_models -> darts_minigame
init darts minigame branch
Added optional encryption to Rust Relay
Fixed final vending entry pushing itself out the screen
Swap to a string builder to save a few allocations when updating dynamic pricing
merge from deepsea_navmesh_optims
When the deep sea opens, wait for island navmesh bake to finish before starting the next
Added deepsea.navmesh_spawninterval (was using entity interval before)
Dynamic pricing support (nearly there!)
merge from dragbyangle_rebalance
Added combining of source meshes and materials in the LOD Baker tool to make it compatible with the baking script
merge from deepsea_loot_balance
Tweaked deep sea loot:
- Initial loot when the sea opens slightly reduced (~15%)
- Respawn cycles cap at ~30% of a full fill instead of slowly refilling back to 100%
Added deepsea.loot_scale and deepsea.loot_respawn_scale convars
merge from playerboat_player_transfer_fix
replicated previous fix in jobs version of code
merge from playerboat_player_transfer_fix
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merge from spraycan_barrels_support
fixed shallow wall shelves skinnable redirect to shallow shelves not half
Prefix nav logs correctly in RustNavmeshAgent
Convert all old scientists to use new navmesh agent
Merge from terrain_renderer
Actually assign culling value in cullingtest
industrial shelves half height and wall shallow
- skin created and setup
- item updated
wall shallow bamboo shelf
- fix sitem itemname to allow skinning from repair bench and spray can
Check default navmesh is built and log error if not in agent queries
Merge from terrain_renderer
Change culling test to check using map of device ids
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
build skins for industrial salvaged shelves