243,199 Commits over 3,898 Days - 2.60cph!
fixed plywood mossy set having part. layer on by default
extended prevent building zone in both harbors with a bias towards the sea
S2P
Do not render first person physgun effects during skybox pass
Let's try enabling custom activity IDs on client
Leaderboard backup, run #
10635
Automatically upload procedural maps to our backend so that all Rust servers allow players to download maps instead of generating them on first join
Downloading the maps is much faster and way less resource intensive
Can be disabled by setting server.autoUploadMap to false
Added a prefab information to CargoShipTest so it can appear localised and with an icon on the death screen
It's currently missing an icon
Fixed cranes picking up containers not properly aligning their coliders on the server, leading to flyhacks and bad movement
New sprint input networking. Rename smowmobile protobuf to smallVehicle since it's shared with bikes. Network++
Also fixed snowmobile not sending fuel fraction in save/load.
Minigun Ammo Backpack Textures
Fix some server/client stuff
Attempted to merge orbital strafe to the end of the strafe run. Couple bugs, needs looked at again
Fixed the find scrap tutorial step not working if player finds the hidden crate first
Smooth out jittery bike steering visuals
Merge from media_projects
Fix NRE when shooting players spawned from the console
Add assertions when enqueueing writes so it's easier to identify where the problem was in the future
Prevent orbit strafe from breaking until rockets are emptied
Various lighting, material, occlusion, screen improvements. (WIP)
Slowed down rockets shot during orbit strafe
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
Add viewmodel camera animation component to minigun viewmodel
Zeroed out the camera transform so it's at 0,0,0 pos/rot
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
Ensure that heli instantly explodes when impacting the water the same way as it does on land
Prevented exiting any state if retiring - probably not needed
Multi select move grid snaps handle pivot instead of each selection https://files.facepunch.com/layla/1b2711b1/sbox-dev_LEYJCm0K2B.mp4
Prevent patrol helicopter from being able to be aggro'd when leaving the map
This stops it despawning mid fight
Added lods to minigunammopack wearable
Sidecar bike steering adjustments
Multi select rotates around gizmo handle pivot point https://files.facepunch.com/layla/1b2711b1/sbox-dev_WxhiXwtdBc.mp4
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Sidecar bike driving physics work
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
Cherrypick
91693,
91692,
91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
Ignore cubemap precomputed handshakes, we can add and remove cubemaps at will on scene, those do not have handshakes so the entire thing was already deprecated when we implemented maploader, this cache gets built by m_nCachedEnvMap at runtime
This fixes scene cubemaps not showing on static map geometry
Fixed errors when the TC is not associated to any building (spawned via command)
Prefab cleanup, fixed screens initialization