194,122 Commits over 4,079 Days - 1.98cph!
Update vortigaunt model to have EP2 animation preference
Fixes EP2 intro scene with alyx and antlions
Antlion, Zombie and Fast Zombie models from Episode 2
They have missing animations used in episodes, and appear to be backwards compatible.
Fix wolves going very fast
Wallpaper now has health and protection (still need to tweak the values)
Modify AI debug code to not require the removal IClientComponent or IServerComponent
Add a custom version of the require component attribute that works with our IClient and IServerComponents
Add initshared and destroyshared to entityComponent
player model preview handling mountpoint rotation
more mount position handles
- position handles
- fixed cache issue with removing mount positions
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second pass on mount position scene gui
- cached inactive GOs, disabled in hierarchy
- animation sampled for pose only if the mount position changes
- rendered with separate command buffer for more control
- toggleable
Add "Browse" button to env_spritetrail in Hammer
Fixed Rollermine visuals when it is hacked
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Fixed a copypaste error in edit_sky
Fixed crash with threaded addon file access
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed changelevel crash to do with ragdolls
Only damage wallpaper when hitting the soft-side of the building block
fixed rotations on jutting cliffs prefabs
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
first pass of drawing players in vehicle mount positions in gizmos
- naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
temp prefab so we can work on the same scene
Simple monuments now registered with tools rather than just groups
Refactoring, better deployment checks
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Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
purge old weekly skins and add new ones
Rebuilt native libraries using older Linux version for backwards compatibility
Merge: From Main
Tests: Ran CompanionServerTests couple times, all green
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
Added a new builtin radio station that just plays the fishing village song 24x7
Little bit of a start on making a framework for the King to have racing AI
New mesh arrow in the HUD points to next target race waypoint
Race event starts correctly
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
Handle null and empty results in GetItemDefinitionsWithPrices
Added monument blacklist to world config as well as map tools