202,350 Commits over 4,171 Days - 2.02cph!
Fixed SocialSettingsEditor
Trait listing scrollbars (ugly af,over to you petur)
fix for customisations not being applied
added validatesteamids console command. true/false
added console command bool arg verification.
More work on AI orientation while on the cargo ship.
[D11][Jenkins] Add all platforms client/server ps4/win64/xboxone and make them all configurable in jenkins
daily challenge menu panel wip
[D11] [UI] Tool cupboard, research table and workbench loot panels
daily challenge panel UI hookups / wip code
MapDatabase.GetDailyChallengeMapDef()
Daily challenge menu panel now shows the map preview image for the current seed's map
added leaderboard to daily challenge menu panel
show curent map name and intro text on daily challenge menu panel.
Tidying up inventory a bit.
set Frosting hat child to Avatar layer
Attempt at fixing shadow cascade crash (RUST-197)
ocean path adjustments
prop work
don't show exit button or submit score on daily challenge outcome screen until the score breakdown has finished.
disable daily challenge button when not connected to a server
More NPC orientation fixes on Cargo Ship.
gmodscreenspace loads g_screenspace_vs11 instead of gmodscreenspace_vs11
More work on NPC orientation on the cargo ship.
More work on NPCs on cargo ships.
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
daily challenge leaderboard SQL query fix?
AI fix for cops trying to get to places in the air and getting frozen.
update daily challenge Ui stuff
Various tribecreate stuff & art assets
Simplified the tooltips.
New hover widgets for persons and ghosts, to replace the bottom mid dock.
Trait selection still shit.
Update other AI as well and remove debug info
Smooth scrape sounds are no longer repalced by rough scrape sounds on the 2 materials where used to happen
Removed mistakenly included hl2_game_sound_manifest.txt from being included in the actual game_sounds_manifest.txt
Made flashlight sound not stop weapon sounds
Put NetworkUser in its own little namespace. Put PersistentPerson in there too and renamed it to InhabitedEntityUser. Got a lot more sorting out to do, might rename things again.
Player characters reference NetworkUser instead of InhabitedEntityUser (PersistentPerson)
fix for no results being returned if you haven't yet registered a score in the daily challenge leaderboards.
increased points per kill.
What's New entry/screenshot.
[D11] Turn off client builds to catch server builds