192,967 Commits over 4,049 Days - 1.99cph!
Added game.GetAmmoTypes() - returns table of ammoID = ammoName
Added game.GetAmmoData( id ) - returns AmmoData struct of given ammoID
Updated some wallbanger stuff
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[D11][OPTIMIZATION] Skinned mesh collision ray casts vs the bone nodes rather than the skin which is much too slow. Selects the bone node which is perpendicularly closes to the ray. Lets see if QA see any major problems. The arrows "sticking out" are probably going to have to be re-thought.
Frontage rebuilding is faster but still slow.
[D11] [UI] Vital Info notices now update from the list so they can be enabled/disabled at runtime. Disabled layout element height animation while investigating layout build optimisations.
[D11] Small translation change
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[D11] Initial check-in for new style Frontend
[D11] [UI] Changed pie wheel texture filtering to bilinear to address visible artifacting.
Allow multiple location status events to be active at once. Server needed this to support missions being run by multiple players at the same time with active checkpoints in the same spot. Players could end up with someone else's trigger "on top", preventing them from triggering theirs.
[D11] DTLS reliable-order retransmission max attempts. Fix for orphaned connections causing large outgoing network spikes.
Fixed hunters jacket skin mat
Better culling distances on the topside.
Restore checkpoint mission types.
Round-based code fix. I think that "StartTrigger" is meant to be there for both
Added a new dev bool to the WiseGuysTools window for fast testing: "Bill B's dev testing mode". Also added WiseGuysTools param access to WiseGuys.cs, allowing for checking params without #if UNITY_EDITOR flags everywhere.
Fixed world-space UI mission info not showing up on normal payphones
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Fixed missing play button icons
RustButton resets its styles properly if disabled while pressed
Fixed timeline minute/second display being wrong
[D11] [UI] UI Sprite filtering properties changed to Point where possible (left certain UI sprites on Bilinear to prevent artifacting when moving). Fixed textures that couldn't be crunch compressed due to not being a multiple of 4. Fixed Various UI Texture settings that were inconsistent or not needed.
Fixed reload problems at extremely low FPS
Added gmod_maxammo, defaulted to 9999, affects max carried ammo of players, values below 1 mean use the ammo type's maximum
Disconnect on checksum mismatch
Cherry picked
37573 from hdrp: fixed water system get height NRE
Fixed NRE in water system get height calls before native path was initialized
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[D11] merge from d11 main branch
Improved the "Warning: Tried to set missing key on Dynamic Light object" message to include stacktrace and proper newlines
Added SetDamage input to crossbow_bolt (hl2)
demo.record generates a name if none provided, adds extension only if passed name doesn't contain one
demo.play returns properly on empty filename
[D11] [UI] Fixed weapon reloading when opening ammo wheel.
Removed mounting support for Zeno Clash Model Pack as it no longer exists.
net message warnings now contain the net message name they belong to
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Fixed binds not working with cinematic_play and cinematic_stop
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Added Rust.UI.Editor asmdef
#ifdef'd OnValidate