239,998 Commits over 3,837 Days - 2.61cph!
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Added ability for entities to decide if they can be part of a multi-selection, added placeholder overlay for selected items, temporarily use a ServerCmd for item selection, update building entity physics from model
Make FuncDoor.Locked public
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Invert mouse wheel zoom, added Min/MaxFOV options, and shuffle spawnpoints on start (added List Shuffle extension method)
Removed old models, added a mechanism for object selection, added skeleton classes for additional buildings and technology, added multi-cost support, added WASD camera movement and zooming in and out
Merge branch 'main' of sbox-rts into main
Citizen clothing file setup
Swapped headquarters and terry factory around
Swapped headquarters and terry factory around
updated construct prefabs/mats
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
updated WIP construct map
Merge branch 'master' of sbox
Added Plane.Distance
Added Plane.GetIntersection
Fix RealTimeSince equality warnings
Add BBox.AddPoint
Added Physics.GetEntitiesInBox
Add Frustum class
Plane cleanup
Swap frustum plane order to match engine
Add Plane.GetDistance( Vector3 point )
Add plane.SnapToPlane( Vector3 point )
Add Plane.IsInFront( Vector3 point ) and plane.IsInFront( BBox box )
Merge branch 'master' of sbox
added full gibs to watermelon, new textures, added scatter and set up in material
Fix missing ACT_FLINCH_SHOULDER_LEFT enum
wolf model update -
Fixed seams
Fixed skinning issues on lods causing popping
Added NavMesh.GetPointWithinRadius
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GetFuelFraction now works
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
Merge VehicleExplosionForces->Submarine
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Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
Disable explosion forces on the NPC CH47, the AI seems to hate it
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
Subs move a bit when damaged with explosives (like modular cars do)
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Improve mugshot camera orientation a bit
Exclude some more mountable parameters from the BaseVehicle inspector
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
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Landing effects can show when mounting something from the water due to the following scenario:
- Player is moved to the new mounted position via a ForcePositionTo RPC from the server.
- ClientInput sees that they're now grounded and changes IsGrounded to true.
- FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect().
- Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect.
ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before.
I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
Added Placeholder Assets
Buildings
Trees
Rocks
Boxes
Make sure continuations of tasks that do UI stuff are on the main thread
Working on refactoring network API calls
First pass at using async / await for network API calls
Make sure continuations of tasks that do UI stuff are on the main thread
Speed up writing to sv.files.db
phrases and codegen check
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