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1 Year Ago
Creating initial repository structure git-svn-id: https://garryshomepc/svn/494876-rust_src@1 0116351e-01fd-46a3-8c09-64bf5bb0948b Base git-svn-id: https://garryshomepc/svn/494876-rust_src@2 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating my branch git-svn-id: https://garryshomepc/svn/494876-rust_src@3 0116351e-01fd-46a3-8c09-64bf5bb0948b My unity changes git-svn-id: https://garryshomepc/svn/494876-rust_src@4 0116351e-01fd-46a3-8c09-64bf5bb0948b c++ shizzle git-svn-id: https://garryshomepc/svn/494876-rust_src@5 0116351e-01fd-46a3-8c09-64bf5bb0948b bootil folder git-svn-id: https://garryshomepc/svn/494876-rust_src@6 0116351e-01fd-46a3-8c09-64bf5bb0948b Public facing website source git-svn-id: https://garryshomepc/svn/494876-rust_src@7 0116351e-01fd-46a3-8c09-64bf5bb0948b katniss external git-svn-id: https://garryshomepc/svn/494876-rust_src@8 0116351e-01fd-46a3-8c09-64bf5bb0948b New Branch git-svn-id: https://garryshomepc/svn/494876-rust_src@9 0116351e-01fd-46a3-8c09-64bf5bb0948b Added environmental decay to deployables Added color shading to indicate health to deployables flashlights now have a radial light in addition to a spotlight campfires should decay more reliably zombies should not run through shelters anymore sleeping bag climbing exploit fixed wood boxes no longer stackable gunpowder crafting shortened added flashlight model git-svn-id: https://garryshomepc/svn/494876-rust_src@10 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing file git-svn-id: https://garryshomepc/svn/494876-rust_src@11 0116351e-01fd-46a3-8c09-64bf5bb0948b Added environmental decay to deployables Added color shading to indicate health to deployables flashlights now have a radial light in addition to a spotlight campfires should decay more reliably zombies should not run through shelters anymore sleeping bag climbing exploit fixed wood boxes no longer stackable gunpowder crafting shortened added flashlight model git-svn-id: https://garryshomepc/svn/494876-rust_src@12 0116351e-01fd-46a3-8c09-64bf5bb0948b pat branch git-svn-id: https://garryshomepc/svn/494876-rust_src@13 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated doors for clipping exploit When a rigidbody has PlayerPusher component on it, it will now push the local character client side. [ currently its not that smooth, but it mostly gets the job done ] removed unused old door prefabs git-svn-id: https://garryshomepc/svn/494876-rust_src@14 0116351e-01fd-46a3-8c09-64bf5bb0948b merging my changes to trunk i hope git-svn-id: https://garryshomepc/svn/494876-rust_src@15 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk commit.. Updated doors for clipping exploit When a rigidbody has PlayerPusher component on it, it will now push the local character client side. [ currently its not that smooth, but it mostly gets the job done ] removed unused old door prefabs git-svn-id: https://garryshomepc/svn/494876-rust_src@16 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge with pats work git-svn-id: https://garryshomepc/svn/494876-rust_src@17 0116351e-01fd-46a3-8c09-64bf5bb0948b finally fixed up lasers but the following changes were made so that it gets past a bug with multiple deferred cameras in unity[which i have sent off to unity]: - RPOS camera was set to use forward rendering - Made a view model version of the shaders ( as a keyword ) - Two seperate materials ( third / first ) - Two seperate prefabs ( third / first ) - we now use LaserFilter to render lasers. ( only cameras with the LaserFilter component on them render lasers ) Removed OpaqueCapture.cs in preference to the new GFXImageEffect_OpaqueCapture.cs Fixed all new warnings caused by functions and properties that are now marked obsolete in Unity 4.2 git-svn-id: https://garryshomepc/svn/494876-rust_src@18 0116351e-01fd-46a3-8c09-64bf5bb0948b finally fixed up lasers but the following changes were made so that it gets past a bug with multiple deferred cameras in unity[which i have sent off to unity]: - RPOS camera was set to use forward rendering - Made a view model version of the shaders ( as a keyword ) - Two seperate materials ( third / first ) - Two seperate prefabs ( third / first ) - we now use LaserFilter to render lasers. ( only cameras with the LaserFilter component on them render lasers ) Removed OpaqueCapture.cs in preference to the new GFXImageEffect_OpaqueCapture.cs Fixed all new warnings caused by functions and properties that are now marked obsolete in Unity 4.2 Also forgot to mention this before when posting to my branch: Added in hashing of members inside of Datablock's for security measurements. Right now it will just log when someones hashes don't match up. git-svn-id: https://garryshomepc/svn/494876-rust_src@19 0116351e-01fd-46a3-8c09-64bf5bb0948b beam tunage fixed a warning in front clouds shader. git-svn-id: https://garryshomepc/svn/494876-rust_src@20 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed all view model renderers to use the View Model layer ( that were not ) git-svn-id: https://garryshomepc/svn/494876-rust_src@21 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed all view model renderers to use the View Model layer ( that were not ) git-svn-id: https://garryshomepc/svn/494876-rust_src@22 0116351e-01fd-46a3-8c09-64bf5bb0948b added hotspots behind loot / inventory windows. fixed drag icon showing behind loot window git-svn-id: https://garryshomepc/svn/494876-rust_src@23 0116351e-01fd-46a3-8c09-64bf5bb0948b added hotspots behind loot / inventory windows. fixed drag icon showing behind loot window git-svn-id: https://garryshomepc/svn/494876-rust_src@24 0116351e-01fd-46a3-8c09-64bf5bb0948b randomized spawn points by 10 meters ( on x and z ) there is one ground check for 2km up and 500m down. git-svn-id: https://garryshomepc/svn/494876-rust_src@25 0116351e-01fd-46a3-8c09-64bf5bb0948b randomized spawn points by 10 meters ( on x and z ) there is one ground check for 2km up and 500m down. git-svn-id: https://garryshomepc/svn/494876-rust_src@26 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to put the Player Push component on things after svn change. git-svn-id: https://garryshomepc/svn/494876-rust_src@27 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to put the Player Push component on things after svn change. git-svn-id: https://garryshomepc/svn/494876-rust_src@28 0116351e-01fd-46a3-8c09-64bf5bb0948b disabled decay system until maurino has repair working. removed a log git-svn-id: https://garryshomepc/svn/494876-rust_src@29 0116351e-01fd-46a3-8c09-64bf5bb0948b disabled decay system until maurino has repair working. removed a log git-svn-id: https://garryshomepc/svn/494876-rust_src@30 0116351e-01fd-46a3-8c09-64bf5bb0948b Modified tree sources to use Alpha Is Transparency, which apparently does nothing Slightly increased P250 damage Slightly increased P250 range Fixed bugs with melee weapons going through walls in some circumstances git-svn-id: https://garryshomepc/svn/494876-rust_src@31 0116351e-01fd-46a3-8c09-64bf5bb0948b Modified spawn chances for a few things git-svn-id: https://garryshomepc/svn/494876-rust_src@32 0116351e-01fd-46a3-8c09-64bf5bb0948b RustLib is a single DLL that hosts everything we do cruster is the rust cluster server - it loads the dll and then lets the dll take over. git-svn-id: https://garryshomepc/svn/494876-rust_src@33 0116351e-01fd-46a3-8c09-64bf5bb0948b Added ignores git-svn-id: https://garryshomepc/svn/494876-rust_src@34 0116351e-01fd-46a3-8c09-64bf5bb0948b Refactoring changes git-svn-id: https://garryshomepc/svn/494876-rust_src@35 0116351e-01fd-46a3-8c09-64bf5bb0948b Ignores git-svn-id: https://garryshomepc/svn/494876-rust_src@36 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest git-svn-id: https://garryshomepc/svn/494876-rust_src@37 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed build paths git-svn-id: https://garryshomepc/svn/494876-rust_src@38 0116351e-01fd-46a3-8c09-64bf5bb0948b Changing this around, it's was too messy. Proto files won't be shipped. git-svn-id: https://garryshomepc/svn/494876-rust_src@39 0116351e-01fd-46a3-8c09-64bf5bb0948b Ignore contents of this folder git-svn-id: https://garryshomepc/svn/494876-rust_src@40 0116351e-01fd-46a3-8c09-64bf5bb0948b To avoid getting into a mess, don't commit these files. git-svn-id: https://garryshomepc/svn/494876-rust_src@41 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up git-svn-id: https://garryshomepc/svn/494876-rust_src@42 0116351e-01fd-46a3-8c09-64bf5bb0948b Policy Server git-svn-id: https://garryshomepc/svn/494876-rust_src@43 0116351e-01fd-46a3-8c09-64bf5bb0948b Refactoring git-svn-id: https://garryshomepc/svn/494876-rust_src@44 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster server totally contained in DLL git-svn-id: https://garryshomepc/svn/494876-rust_src@45 0116351e-01fd-46a3-8c09-64bf5bb0948b If no cluster server is specified, host one in our process git-svn-id: https://garryshomepc/svn/494876-rust_src@46 0116351e-01fd-46a3-8c09-64bf5bb0948b Coloured console text git-svn-id: https://garryshomepc/svn/494876-rust_src@47 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@48 0116351e-01fd-46a3-8c09-64bf5bb0948b Decay related stuff for structures git-svn-id: https://garryshomepc/svn/494876-rust_src@49 0116351e-01fd-46a3-8c09-64bf5bb0948b Tell us where we're loading the bundles from git-svn-id: https://garryshomepc/svn/494876-rust_src@50 0116351e-01fd-46a3-8c09-64bf5bb0948b More link generation code git-svn-id: https://garryshomepc/svn/494876-rust_src@51 0116351e-01fd-46a3-8c09-64bf5bb0948b Graphical issue introduced by 4.2 fixed ( caused by a light having no color ) Lasers from view models no longer get near clipped ( use the same projection as view models ) Lasers no longer use GL to render, which lets them be render queued ( so they draw infront of weapons ) Lasers from view models now use Physics2.Raycast2, which should result in them actually hitting players instead of their capsule. Removed usage of the shader keyword lasers depended on, as there needed to be differences in the passes block of the shaderlab file.( there are now two seperate shaders ) Merged common laser operations into Lasers.cginc git-svn-id: https://garryshomepc/svn/494876-rust_src@52 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@53 0116351e-01fd-46a3-8c09-64bf5bb0948b Graphical issue introduced by 4.2 fixed ( caused by a light having no color ) Lasers from view models no longer get near clipped ( use the same projection as view models ) Lasers no longer use GL to render, which lets them be render queued ( so they draw infront of weapons ) Lasers from view models now use Physics2.Raycast2, which should result in them actually hitting players instead of their capsule. Removed usage of the shader keyword lasers depended on, as there needed to be differences in the passes block of the shaderlab file.( there are now two seperate shaders ) Merged common laser operations into Lasers.cginc git-svn-id: https://garryshomepc/svn/494876-rust_src@54 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading art asset folders including the player model with cloth attire (max file + textures) git-svn-id: https://garryshomepc/svn/494876-rust_src@55 0116351e-01fd-46a3-8c09-64bf5bb0948b Disabling this code. It is weird. git-svn-id: https://garryshomepc/svn/494876-rust_src@56 0116351e-01fd-46a3-8c09-64bf5bb0948b If a server is run without specifying a cluster server we host one locally. If a cluster server us run with the apikey "localhost" then webapi interaction is faked (for local testing mode) git-svn-id: https://garryshomepc/svn/494876-rust_src@57 0116351e-01fd-46a3-8c09-64bf5bb0948b Reworked link recalculation code fixed NRE in firebarrel git-svn-id: https://garryshomepc/svn/494876-rust_src@58 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed usage of hash codes with Datablock's. It still works basically the same, except the guid hash is only used for initial value ( it should make stuff less conflict prone ). The unique id's are stored twice ( once on the datablock itself, and once in the new .asset file inside of ProjectSettings ). The RustDatablockRegistry.asset file isnt inserted nor readable at runtime, its only for editor purposes and ensures that ids are unique. We can technically reassign assets to ids or reverse manually in the future but i didn't put effort into that yet. Whenever a datablock is brought into inspector its unique id is checked and made sure to match. When a new datablock is brought into inspector the system makes it a new unique id and assigns it in both places. Alternatively you can to go to Items/Registry/ menu and accomplish those tasks with all datablocks in the project. All editors of datablocks also show the unique id value at the bottom of inspector. Also i draw the icon for items in inspector, and fixed up all item icons to be the same dimensions/filtering/no mips Will be testing before merging into trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@59 0116351e-01fd-46a3-8c09-64bf5bb0948b added ignore properties for library and the generated project files for editing. git-svn-id: https://garryshomepc/svn/494876-rust_src@60 0116351e-01fd-46a3-8c09-64bf5bb0948b Tested and all is good with changes. (below from branch commit) Removed usage of hash codes with Datablock's. It still works basically the same, except the guid hash is only used for initial value ( it should make stuff less conflict prone ). The unique id's are stored twice ( once on the datablock itself, and once in the new .asset file inside of ProjectSettings ). The RustDatablockRegistry.asset file isnt inserted nor readable at runtime, its only for editor purposes and ensures that ids are unique. We can technically reassign assets to ids or reverse manually in the future but i didn't put effort into that yet. Whenever a datablock is brought into inspector its unique id is checked and made sure to match. When a new datablock is brought into inspector the system makes it a new unique id and assigns it in both places. Alternatively you can to go to Items/Registry/ menu and accomplish those tasks with all datablocks in the project. All editors of datablocks also show the unique id value at the bottom of inspector. Also i draw the icon for items in inspector, and fixed up all item icons to be the same dimensions/filtering/no mips git-svn-id: https://garryshomepc/svn/494876-rust_src@61 0116351e-01fd-46a3-8c09-64bf5bb0948b some cleanup and commenting git-svn-id: https://garryshomepc/svn/494876-rust_src@62 0116351e-01fd-46a3-8c09-64bf5bb0948b No longer used/needed git-svn-id: https://garryshomepc/svn/494876-rust_src@63 0116351e-01fd-46a3-8c09-64bf5bb0948b psst. garry i put some comments in for you in datablockdictionary.cs ( Initialize ) other cleanup and commenting git-svn-id: https://garryshomepc/svn/494876-rust_src@64 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed all old user saving stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@65 0116351e-01fd-46a3-8c09-64bf5bb0948b A bit more cleaning git-svn-id: https://garryshomepc/svn/494876-rust_src@66 0116351e-01fd-46a3-8c09-64bf5bb0948b removing lots of console stuff, simplified in a dll, and gets past the harsh lag frame in game. about to move it around.. git-svn-id: https://garryshomepc/svn/494876-rust_src@67 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@68 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@69 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@70 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@71 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@72 0116351e-01fd-46a3-8c09-64bf5bb0948b moving git-svn-id: https://garryshomepc/svn/494876-rust_src@73 0116351e-01fd-46a3-8c09-64bf5bb0948b deleting.. git-svn-id: https://garryshomepc/svn/494876-rust_src@74 0116351e-01fd-46a3-8c09-64bf5bb0948b updates to the code that i just moved around ( to avoid tree conflicts with trunk merges ) git-svn-id: https://garryshomepc/svn/494876-rust_src@75 0116351e-01fd-46a3-8c09-64bf5bb0948b No longer used/needed git-svn-id: https://garryshomepc/svn/494876-rust_src@76 0116351e-01fd-46a3-8c09-64bf5bb0948b Storing Avatar and User seperately so that Avatar can be saved on request git-svn-id: https://garryshomepc/svn/494876-rust_src@77 0116351e-01fd-46a3-8c09-64bf5bb0948b Started replacing the JSon user saving stuff with Google Proto ClusterServer singleton HumanController-SaveRestore.cs could and should probably be a component. git-svn-id: https://garryshomepc/svn/494876-rust_src@78 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Finished structure decay Touched up deployable decay Added repairing with resources git-svn-id: https://garryshomepc/svn/494876-rust_src@79 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@80 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@81 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebalanced P250 No more foundations on foundations git-svn-id: https://garryshomepc/svn/494876-rust_src@82 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Finished structure decay Touched up deployable decay Added repairing with resources git-svn-id: https://garryshomepc/svn/494876-rust_src@83 0116351e-01fd-46a3-8c09-64bf5bb0948b P250 rebalanced No more foundations on foundations git-svn-id: https://garryshomepc/svn/494876-rust_src@84 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed a debuglog git-svn-id: https://garryshomepc/svn/494876-rust_src@85 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest git-svn-id: https://garryshomepc/svn/494876-rust_src@86 0116351e-01fd-46a3-8c09-64bf5bb0948b Uploading the c4 charge with accompanying textures, max file and fbx. git-svn-id: https://garryshomepc/svn/494876-rust_src@87 0116351e-01fd-46a3-8c09-64bf5bb0948b mesh batching is working. its very fast and usage is simple. will thread it up, and put in some mechanism for hiding batched buildings that are higher lod git-svn-id: https://garryshomepc/svn/494876-rust_src@88 0116351e-01fd-46a3-8c09-64bf5bb0948b This is server only git-svn-id: https://garryshomepc/svn/494876-rust_src@89 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't delete the build.txt git-svn-id: https://garryshomepc/svn/494876-rust_src@90 0116351e-01fd-46a3-8c09-64bf5bb0948b moving the player and c4 files to the correct location. git-svn-id: https://garryshomepc/svn/494876-rust_src@91 0116351e-01fd-46a3-8c09-64bf5bb0948b Added new C4 model Modified decay rates of a few things like doors Fixed bug with resources not removing from inventory w ith only 1 left resource repair now uses a sphere cast git-svn-id: https://garryshomepc/svn/494876-rust_src@92 0116351e-01fd-46a3-8c09-64bf5bb0948b Woodbox now decays very slow Resource repair now displays the appropriate amount of health given git-svn-id: https://garryshomepc/svn/494876-rust_src@93 0116351e-01fd-46a3-8c09-64bf5bb0948b Folder changes git-svn-id: https://garryshomepc/svn/494876-rust_src@94 0116351e-01fd-46a3-8c09-64bf5bb0948b Added model for explosive charges Fixed bug with resource repair not removing the last resource in the stack Resource repair now uses a sphere cast to make it easier to repair things Modified decay rates it now takes 24 hours for structures to decay Doors decay much slower Wood boxes decay much slower Resource repair now displays proper values indicating how much was actually repaired You can no longer stack foundations on foundations You can now repair doors (Thanks Xant ) git-svn-id: https://garryshomepc/svn/494876-rust_src@95 0116351e-01fd-46a3-8c09-64bf5bb0948b Where unity's combine meshes took 600ms for a single huge building MeshBatch can do 8 of them in < 200ms. Now MeshBatch is threaded, it does all the filling of buffers on seperate thread(s). The total time spent on the main thread comes out to < 10ms, where before it took 120ms. Makes it much smoother. Theres some minor stuff that needs to be put in, but its good enough for testing at this point. So we have to figure out what were going to do about LODGroup now. Gonna merge in changes from trunk and disable mesh batch before putting it back into the trunk because we do gotta figure out what to do about LODGroup/When to draw the combined mesh vs. the lower lods. git-svn-id: https://garryshomepc/svn/494876-rust_src@96 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@97 0116351e-01fd-46a3-8c09-64bf5bb0948b Updating the max files with only the required files and to the right scale. Hopefully. git-svn-id: https://garryshomepc/svn/494876-rust_src@98 0116351e-01fd-46a3-8c09-64bf5bb0948b If we don't have ULink running when starting a server - start it. This runs it in an invisible mode - and closes it when we close. git-svn-id: https://garryshomepc/svn/494876-rust_src@99 0116351e-01fd-46a3-8c09-64bf5bb0948b Include Policy Server alongside server exe git-svn-id: https://garryshomepc/svn/494876-rust_src@100 0116351e-01fd-46a3-8c09-64bf5bb0948b Avatar now saved to disk on cluster server Avatar now loaded from disk on cluster server Position and vitals set on first spawn Save/Restore component is now a separate component git-svn-id: https://garryshomepc/svn/494876-rust_src@101 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Assert Items/Blueprints all saved and loaded properly afaik git-svn-id: https://garryshomepc/svn/494876-rust_src@102 0116351e-01fd-46a3-8c09-64bf5bb0948b Save the inventory on die git-svn-id: https://garryshomepc/svn/494876-rust_src@103 0116351e-01fd-46a3-8c09-64bf5bb0948b Not needed git-svn-id: https://garryshomepc/svn/494876-rust_src@104 0116351e-01fd-46a3-8c09-64bf5bb0948b Separated belt/wearable/inventory in the save - so to not be restricted by arbitrary number sets git-svn-id: https://garryshomepc/svn/494876-rust_src@105 0116351e-01fd-46a3-8c09-64bf5bb0948b Moving SaveLoad scripts into their own folder git-svn-id: https://garryshomepc/svn/494876-rust_src@106 0116351e-01fd-46a3-8c09-64bf5bb0948b Save Editor scripts git-svn-id: https://garryshomepc/svn/494876-rust_src@107 0116351e-01fd-46a3-8c09-64bf5bb0948b Finally some results, After trying to tap off LODGroup ( which seems like is impossible to do in a fast manor ) i decided to just have the mesh generation be reverse distance culled. ( ie, things aren't subject to batching until they are 20 meters away ). When somethings set to 'batched' it changes the gameObject's layer to 'MeshBatched' which in effect makes it so the preexisting renderer does not render anymore ( since we cull that layer on the camera ). Its set up kinda smart, when objects go to batch, they keep their existing lod renderer on the original rendering layer and only put it off to the meshbatched layer once the results come in off the thread. It makes the transition pretty seamless, and can barely notice that the mesh building is going on at all. Would be nice if we could actually tap into LODGroup better, but for now this will do ( i think ) git-svn-id: https://garryshomepc/svn/494876-rust_src@108 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@109 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed not saving Health in vitals Fixed slots not loading properly Server Saving - Scene Objects saving Can load saves in the editor when running as server git-svn-id: https://garryshomepc/svn/494876-rust_src@110 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@111 0116351e-01fd-46a3-8c09-64bf5bb0948b lots of changes from my branch, from console rework to threaded batching of meshes. git-svn-id: https://garryshomepc/svn/494876-rust_src@112 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for webplayer editor git-svn-id: https://garryshomepc/svn/494876-rust_src@113 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for webplayer ( and property changes? ) git-svn-id: https://garryshomepc/svn/494876-rust_src@114 0116351e-01fd-46a3-8c09-64bf5bb0948b Server Saving - via google proto git-svn-id: https://garryshomepc/svn/494876-rust_src@115 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot worldsave protobuf git-svn-id: https://garryshomepc/svn/494876-rust_src@116 0116351e-01fd-46a3-8c09-64bf5bb0948b Simplified and renamed IServerSaveablePostLoadSensitive to IServerSaveNotify Now loading saves from Proto Buffers git-svn-id: https://garryshomepc/svn/494876-rust_src@117 0116351e-01fd-46a3-8c09-64bf5bb0948b ServerSaveTarget.cs => ServerSaveManager git-svn-id: https://garryshomepc/svn/494876-rust_src@118 0116351e-01fd-46a3-8c09-64bf5bb0948b Redundant Json Cleanup git-svn-id: https://garryshomepc/svn/494876-rust_src@119 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing seemingly unused stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@120 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for player parsing git-svn-id: https://garryshomepc/svn/494876-rust_src@121 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@122 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for player parsing (RCON) -- untested git-svn-id: https://garryshomepc/svn/494876-rust_src@123 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@124 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge again git-svn-id: https://garryshomepc/svn/494876-rust_src@125 0116351e-01fd-46a3-8c09-64bf5bb0948b the threaded batching now works with far away stuff ( there was a typo in code ) sped up processing a bit. added option to delete buffers after result is retrieved. git-svn-id: https://garryshomepc/svn/494876-rust_src@126 0116351e-01fd-46a3-8c09-64bf5bb0948b the threaded batching now works with far away stuff ( there was a typo in code ) sped up processing a bit. added option to delete buffers after result is retrieved. fixed a nre in OnDrawGizmosSelected (StructureMaster) git-svn-id: https://garryshomepc/svn/494876-rust_src@127 0116351e-01fd-46a3-8c09-64bf5bb0948b disabled structure components from actually parenting to the master ( which will solve all the save issues ) git-svn-id: https://garryshomepc/svn/494876-rust_src@128 0116351e-01fd-46a3-8c09-64bf5bb0948b disabled structure components from actually parenting to the master ( which will solve all the save issues ) ( need to figure out why it wants me to commit these modified properties always... git-svn-id: https://garryshomepc/svn/494876-rust_src@129 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up a window frame lod and physics mesh, doorframe uses lod for physics now git-svn-id: https://garryshomepc/svn/494876-rust_src@130 0116351e-01fd-46a3-8c09-64bf5bb0948b Ripped out the old Convar System git-svn-id: https://garryshomepc/svn/494876-rust_src@131 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing old RCON stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@132 0116351e-01fd-46a3-8c09-64bf5bb0948b Client fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@133 0116351e-01fd-46a3-8c09-64bf5bb0948b Console input git-svn-id: https://garryshomepc/svn/494876-rust_src@134 0116351e-01fd-46a3-8c09-64bf5bb0948b Save snapshots git-svn-id: https://garryshomepc/svn/494876-rust_src@135 0116351e-01fd-46a3-8c09-64bf5bb0948b Misc files git-svn-id: https://garryshomepc/svn/494876-rust_src@136 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest git-svn-id: https://garryshomepc/svn/494876-rust_src@137 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with Pat's massive MeshBatch/Console clusterfuck git-svn-id: https://garryshomepc/svn/494876-rust_src@138 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up after merge git-svn-id: https://garryshomepc/svn/494876-rust_src@139 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster Server/Plugin server now use new input methods Console now searches all assemblies (doh) git-svn-id: https://garryshomepc/svn/494876-rust_src@140 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up a window frame lod and physics mesh, doorframe uses lod for physics now git-svn-id: https://garryshomepc/svn/494876-rust_src@141 0116351e-01fd-46a3-8c09-64bf5bb0948b stair lod and physics model git-svn-id: https://garryshomepc/svn/494876-rust_src@142 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up non lod stairs a bit, and actually committing the fbx now. git-svn-id: https://garryshomepc/svn/494876-rust_src@143 0116351e-01fd-46a3-8c09-64bf5bb0948b Added backpacks Added LOD's to deployables that were missing them Added some environmental test prefabs Added fix for combat logging Deployables can no longer go on debris Bug with food tool tip Revamped decay time Changed LODBias to 1.0 on all quality levels git-svn-id: https://garryshomepc/svn/494876-rust_src@144 0116351e-01fd-46a3-8c09-64bf5bb0948b added CameraEventMaskClear.cs sets camera.eventMask to zero ( which should buy us a worthy amount of performance per frame ) git-svn-id: https://garryshomepc/svn/494876-rust_src@145 0116351e-01fd-46a3-8c09-64bf5bb0948b kick players with invalid secure hashes ( by request of helk ) git-svn-id: https://garryshomepc/svn/494876-rust_src@146 0116351e-01fd-46a3-8c09-64bf5bb0948b lod models for stairs, fixes to stairs, physics model for stairs. cameras now set eventMask to 0 auto kick when someones datablock hash doesnt match. git-svn-id: https://garryshomepc/svn/494876-rust_src@147 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge You can no longer place structures too close to eachother placing structures should be easier visually (you'll always see the component, just in red ) Ceilings/Floors won't decay so long as a pillar is on them Some food items now restore health and remove rads Raw Chicken breasts hurt you when you eat them Added LOD Culling to most player deployables Added new Backpack models for players and zombies Added Combat Logging fix.. If you disconnect within 30 seconds of taking damage, or if you disconnect while bleeding you die git-svn-id: https://garryshomepc/svn/494876-rust_src@148 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@149 0116351e-01fd-46a3-8c09-64bf5bb0948b view models now don't copy skinned mesh renderers for multiple passes ( unsure if its going to work in webplayer, so old method is available via ccon ) one gotcha to the way we do it now is that we can't have multi-material meshes set to vm objects. holosight seems to be the only thing that applies to above rule and i modified the mesh because of that. tracers that hit doors, no longer push them added in autokick_dbhash (boolean). defaults to false, when we set it to true people with out of date or modified datablocks will be auto kicked. added TransCarrier component to WoodFoundation for helk git-svn-id: https://garryshomepc/svn/494876-rust_src@150 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge from Branch : You can no longer place structures too close to eachother placing structures should be easier visually (you'll always see the component, just in red ) Ceilings/Floors won't decay so long as a pillar is on them Some food items now restore health and remove rads Raw Chicken breasts hurt you when you eat them Added LOD Culling to most player deployables Added new Backpack models for players and zombies Added Combat Logging fix.. If you disconnect within 30 seconds of taking damage, or if you disconnect while bleeding you die git-svn-id: https://garryshomepc/svn/494876-rust_src@151 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@152 0116351e-01fd-46a3-8c09-64bf5bb0948b view models now don't copy skinned mesh renderers for multiple passes ( unsure if its going to work in webplayer, so old method is available via ccon ) one gotcha to the way we do it now is that we can't have multi-material meshes set to vm objects. holosight seems to be the only thing that applies to above rule and i modified the mesh because of that. tracers that hit doors, no longer push them added in autokick_dbhash (boolean). defaults to false, when we set it to true people with out of date or modified datablocks will be auto kicked. added TransCarrier component to WoodFoundation for helk git-svn-id: https://garryshomepc/svn/494876-rust_src@153 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up doorframe's lod/physics ( now has that bottom plank in ) git-svn-id: https://garryshomepc/svn/494876-rust_src@154 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up doorframe's lod/physics ( now has that bottom plank in ) git-svn-id: https://garryshomepc/svn/494876-rust_src@155 0116351e-01fd-46a3-8c09-64bf5bb0948b fixing helks code to compile for client. undid change to quality settings ( by me ) git-svn-id: https://garryshomepc/svn/494876-rust_src@156 0116351e-01fd-46a3-8c09-64bf5bb0948b fixing helks code to compile for client. undid change to quality settings ( by me ) git-svn-id: https://garryshomepc/svn/494876-rust_src@157 0116351e-01fd-46a3-8c09-64bf5bb0948b having problems launching the server. only difference i can think of with recent changes is processor core count? git-svn-id: https://garryshomepc/svn/494876-rust_src@158 0116351e-01fd-46a3-8c09-64bf5bb0948b removed chat /get /set /rc added convar save.tofile doing /do in the chat calls console commands git-svn-id: https://garryshomepc/svn/494876-rust_src@159 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't delete build.txt git-svn-id: https://garryshomepc/svn/494876-rust_src@160 0116351e-01fd-46a3-8c09-64bf5bb0948b Builder now uses librust to output to console.. LIVE! git-svn-id: https://garryshomepc/svn/494876-rust_src@161 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@162 0116351e-01fd-46a3-8c09-64bf5bb0948b dedicated server will use the existing console if it has one Added build_server_player_only.bat Removed some ( now missing ) prefabs from the scenes Fixed NetUser deriving from MonoBehaviour Client to server console commands now work ! git-svn-id: https://garryshomepc/svn/494876-rust_src@163 0116351e-01fd-46a3-8c09-64bf5bb0948b moved uLinkPolicyServer git-svn-id: https://garryshomepc/svn/494876-rust_src@164 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted weapon fire audio, it should be more apparent how far away things are now Added distant sounds for weapons Added Silencer functionality! Short sound distance, no muzzle flash, minor recoil reduction, damage reduction Tracers are now smaller, move faster, and aren't always the same size Anisotropic textures set to by texture instead of forced on (performance improvement) Fixed bug with recoil bonuses from aiming and crouching not stacking git-svn-id: https://garryshomepc/svn/494876-rust_src@165 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted weapon fire audio, it should be more apparent how far away things are now Added distant sounds for weapons Added Silencer functionality! Short sound distance, no muzzle flash, minor recoil reduction, damage reduction Tracers are now smaller, move faster, and aren't always the same size Anisotropic textures set to by texture instead of forced on (performance improvement) Fixed bug with recoil bonuses from aiming and crouching not stacking git-svn-id: https://garryshomepc/svn/494876-rust_src@166 0116351e-01fd-46a3-8c09-64bf5bb0948b Filled in SaveableINventory ReadObjectSave git-svn-id: https://garryshomepc/svn/494876-rust_src@167 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted ranges for far sounds Changed far sounds Changes some silencer sounds and increased silencer range git-svn-id: https://garryshomepc/svn/494876-rust_src@168 0116351e-01fd-46a3-8c09-64bf5bb0948b Enabled context menu git-svn-id: https://garryshomepc/svn/494876-rust_src@169 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted ranges for far sounds Changed far sounds Changes some silencer sounds and increased silencer range git-svn-id: https://garryshomepc/svn/494876-rust_src@170 0116351e-01fd-46a3-8c09-64bf5bb0948b Helk was fucking us about git-svn-id: https://garryshomepc/svn/494876-rust_src@171 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Cluster Server heartbeat git-svn-id: https://garryshomepc/svn/494876-rust_src@172 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot Pingpong query git-svn-id: https://garryshomepc/svn/494876-rust_src@173 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@174 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed LODBias to 1 Silencer reduces range by 35% Silencer sound can be heard farther away git-svn-id: https://garryshomepc/svn/494876-rust_src@175 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed LODBias to 1 Silencer reduces range by 35% Silencer sound can be heard farther away git-svn-id: https://garryshomepc/svn/494876-rust_src@176 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Libraries directory ( for extern code ) General cleanup of extern code. When jenkins goes to build it should automatically prebuild Libraries and move the files into the project ( we'll see ) git-svn-id: https://garryshomepc/svn/494876-rust_src@177 0116351e-01fd-46a3-8c09-64bf5bb0948b missed this one git-svn-id: https://garryshomepc/svn/494876-rust_src@178 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@179 0116351e-01fd-46a3-8c09-64bf5bb0948b added libraries about to see if jenkins works with the libraries folder or not git-svn-id: https://garryshomepc/svn/494876-rust_src@180 0116351e-01fd-46a3-8c09-64bf5bb0948b Looks like jenkins is missing MSBuild, When building of libraries fails, i'm just echoing that it did until jenkins has MSBuild git-svn-id: https://garryshomepc/svn/494876-rust_src@181 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@182 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to sliders in options removed nothing fix in meshbatch (for non existant server bug fix) git-svn-id: https://garryshomepc/svn/494876-rust_src@183 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to sliders in options removed nothing fix in meshbatch (for non existant server bug fix) git-svn-id: https://garryshomepc/svn/494876-rust_src@184 0116351e-01fd-46a3-8c09-64bf5bb0948b pending changes to contextual, reduced some overloads and getting tapping/holding of e to not/do bring up menu. git-svn-id: https://garryshomepc/svn/494876-rust_src@185 0116351e-01fd-46a3-8c09-64bf5bb0948b Weightmapped naked dude + CAT animation rig for it git-svn-id: https://garryshomepc/svn/494876-rust_src@186 0116351e-01fd-46a3-8c09-64bf5bb0948b Run north anim git-svn-id: https://garryshomepc/svn/494876-rust_src@187 0116351e-01fd-46a3-8c09-64bf5bb0948b playermodel FBXes git-svn-id: https://garryshomepc/svn/494876-rust_src@188 0116351e-01fd-46a3-8c09-64bf5bb0948b Proper FBXes for naked dude git-svn-id: https://garryshomepc/svn/494876-rust_src@189 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@190 0116351e-01fd-46a3-8c09-64bf5bb0948b Save avatar on player disconnect Call Session_Close on player disconnect git-svn-id: https://garryshomepc/svn/494876-rust_src@191 0116351e-01fd-46a3-8c09-64bf5bb0948b Close session on disconnect git-svn-id: https://garryshomepc/svn/494876-rust_src@192 0116351e-01fd-46a3-8c09-64bf5bb0948b Latest librust git-svn-id: https://garryshomepc/svn/494876-rust_src@193 0116351e-01fd-46a3-8c09-64bf5bb0948b context rework is coming along nicely, theres one bug i have to fix and then i'll merge it in with trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@194 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@195 0116351e-01fd-46a3-8c09-64bf5bb0948b Context menu updated. You now hold e down for things with a menu. Going to change it slightly but want to commit to trunk to test webplayer build as i'm working. git-svn-id: https://garryshomepc/svn/494876-rust_src@196 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@197 0116351e-01fd-46a3-8c09-64bf5bb0948b Context menu updated. You now hold e down for things with a menu, or tap it for a quick action. Going to change it slightly but want to commit to trunk to test webplayer build as i'm working. git-svn-id: https://garryshomepc/svn/494876-rust_src@198 0116351e-01fd-46a3-8c09-64bf5bb0948b Broke apart ContextPopup and its nested types into different files. Renamed ContextPopup to plain old Context Moved GUI stuff off to ContextUI Then gave nested types their own files. Changed IContextRequestable to not return a IEnumerable in Query. Instead you return flags on how it can be executed, then Context figures out what to call from there ( in a way where we're not waiting for quick tap, before sending menu options when they exist ). Fixed issue with being in the context menu of something that has been killed. ( you're now thrusted out of the menu ) The logic to Context has been simplified ( its still doing lots of tip toeing, but in a more straight forward way ) git-svn-id: https://garryshomepc/svn/494876-rust_src@199 0116351e-01fd-46a3-8c09-64bf5bb0948b Broke apart ContextPopup and its nested types into different files. Renamed ContextPopup to plain old Context Moved GUI stuff off to ContextUI Then gave nested types their own files. Changed IContextRequestable to not return a IEnumerable in Query. Instead you return flags on how it can be executed, then Context figures out what to call from there ( in a way where we're not waiting for quick tap, before sending menu options when they exist ). Fixed issue with being in the context menu of something that has been killed. ( you're now thrusted out of the menu ) The logic to Context has been simplified ( its still doing lots of tip toeing, but in a more straight forward way ) git-svn-id: https://garryshomepc/svn/494876-rust_src@200 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@201 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@202 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged latest git-svn-id: https://garryshomepc/svn/494876-rust_src@203 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging my branch in. This shit is happening. git-svn-id: https://garryshomepc/svn/494876-rust_src@204 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed -cluster_host command line to just -cluster git-svn-id: https://garryshomepc/svn/494876-rust_src@205 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaked server startup so we can setup via command line Fixed merge fuckups git-svn-id: https://garryshomepc/svn/494876-rust_src@206 0116351e-01fd-46a3-8c09-64bf5bb0948b NOt used git-svn-id: https://garryshomepc/svn/494876-rust_src@207 0116351e-01fd-46a3-8c09-64bf5bb0948b Build order git-svn-id: https://garryshomepc/svn/494876-rust_src@208 0116351e-01fd-46a3-8c09-64bf5bb0948b client should build common files too (for the builder) git-svn-id: https://garryshomepc/svn/494876-rust_src@209 0116351e-01fd-46a3-8c09-64bf5bb0948b If we can't attach our console.. create one! git-svn-id: https://garryshomepc/svn/494876-rust_src@210 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed debug text git-svn-id: https://garryshomepc/svn/494876-rust_src@211 0116351e-01fd-46a3-8c09-64bf5bb0948b live server starter git-svn-id: https://garryshomepc/svn/494876-rust_src@212 0116351e-01fd-46a3-8c09-64bf5bb0948b Use the real web server - not a local webserver git-svn-id: https://garryshomepc/svn/494876-rust_src@213 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow hosted cluster servers to use the API git-svn-id: https://garryshomepc/svn/494876-rust_src@214 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't try to close sessions. It's a waste of time. git-svn-id: https://garryshomepc/svn/494876-rust_src@215 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't let the same user connect to the server twice git-svn-id: https://garryshomepc/svn/494876-rust_src@216 0116351e-01fd-46a3-8c09-64bf5bb0948b Bit of output describing why they're being kicked git-svn-id: https://garryshomepc/svn/494876-rust_src@217 0116351e-01fd-46a3-8c09-64bf5bb0948b Trying to get outputting to jenkins git-svn-id: https://garryshomepc/svn/494876-rust_src@218 0116351e-01fd-46a3-8c09-64bf5bb0948b Saving and Loading now happens automatically, on a schedule git-svn-id: https://garryshomepc/svn/494876-rust_src@219 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed port to be the rust default git-svn-id: https://garryshomepc/svn/494876-rust_src@220 0116351e-01fd-46a3-8c09-64bf5bb0948b The server IP isn't hard coded any more. We provide it to the connect command. git-svn-id: https://garryshomepc/svn/494876-rust_src@221 0116351e-01fd-46a3-8c09-64bf5bb0948b Server data loading.. nicer git-svn-id: https://garryshomepc/svn/494876-rust_src@222 0116351e-01fd-46a3-8c09-64bf5bb0948b Jenkins test git-svn-id: https://garryshomepc/svn/494876-rust_src@223 0116351e-01fd-46a3-8c09-64bf5bb0948b saves end in .sav - not .save git-svn-id: https://garryshomepc/svn/494876-rust_src@224 0116351e-01fd-46a3-8c09-64bf5bb0948b Output chat to console git-svn-id: https://garryshomepc/svn/494876-rust_src@225 0116351e-01fd-46a3-8c09-64bf5bb0948b Disabled options button - because I broked the options git-svn-id: https://garryshomepc/svn/494876-rust_src@226 0116351e-01fd-46a3-8c09-64bf5bb0948b Added status command git-svn-id: https://garryshomepc/svn/494876-rust_src@227 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed a lot of debug output git-svn-id: https://garryshomepc/svn/494876-rust_src@228 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed more debug output git-svn-id: https://garryshomepc/svn/494876-rust_src@229 0116351e-01fd-46a3-8c09-64bf5bb0948b No need to tell us it's parsed ok git-svn-id: https://garryshomepc/svn/494876-rust_src@230 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow connected user's to run admin commands git-svn-id: https://garryshomepc/svn/494876-rust_src@231 0116351e-01fd-46a3-8c09-64bf5bb0948b Console SAY command git-svn-id: https://garryshomepc/svn/494876-rust_src@232 0116351e-01fd-46a3-8c09-64bf5bb0948b Stupid debug spam git-svn-id: https://garryshomepc/svn/494876-rust_src@233 0116351e-01fd-46a3-8c09-64bf5bb0948b This needs to be static git-svn-id: https://garryshomepc/svn/494876-rust_src@234 0116351e-01fd-46a3-8c09-64bf5bb0948b Chat - no username with colouring git-svn-id: https://garryshomepc/svn/494876-rust_src@235 0116351e-01fd-46a3-8c09-64bf5bb0948b Jenkins test git-svn-id: https://garryshomepc/svn/494876-rust_src@236 0116351e-01fd-46a3-8c09-64bf5bb0948b Jenkins test git-svn-id: https://garryshomepc/svn/494876-rust_src@237 0116351e-01fd-46a3-8c09-64bf5bb0948b Client errors git-svn-id: https://garryshomepc/svn/494876-rust_src@238 0116351e-01fd-46a3-8c09-64bf5bb0948b Stick this in your big fat head jenkins git-svn-id: https://garryshomepc/svn/494876-rust_src@239 0116351e-01fd-46a3-8c09-64bf5bb0948b Fucking jenkins git-svn-id: https://garryshomepc/svn/494876-rust_src@240 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't save a DEAD player you dummy! If loading an avatar with minus figure health - set it to 1. git-svn-id: https://garryshomepc/svn/494876-rust_src@241 0116351e-01fd-46a3-8c09-64bf5bb0948b Save avatar properly ! git-svn-id: https://garryshomepc/svn/494876-rust_src@242 0116351e-01fd-46a3-8c09-64bf5bb0948b suicide command git-svn-id: https://garryshomepc/svn/494876-rust_src@243 0116351e-01fd-46a3-8c09-64bf5bb0948b Load blueprints git-svn-id: https://garryshomepc/svn/494876-rust_src@244 0116351e-01fd-46a3-8c09-64bf5bb0948b Store 'saved' avatar on client - so when they spawn we can use it. git-svn-id: https://garryshomepc/svn/494876-rust_src@245 0116351e-01fd-46a3-8c09-64bf5bb0948b Wipe inventory after dropping loot! git-svn-id: https://garryshomepc/svn/494876-rust_src@246 0116351e-01fd-46a3-8c09-64bf5bb0948b Compile error git-svn-id: https://garryshomepc/svn/494876-rust_src@247 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleanup git-svn-id: https://garryshomepc/svn/494876-rust_src@248 0116351e-01fd-46a3-8c09-64bf5bb0948b Added warnings to debug weapon mods not restoring git-svn-id: https://garryshomepc/svn/494876-rust_src@249 0116351e-01fd-46a3-8c09-64bf5bb0948b Clean up git-svn-id: https://garryshomepc/svn/494876-rust_src@250 0116351e-01fd-46a3-8c09-64bf5bb0948b Saved subslots git-svn-id: https://garryshomepc/svn/494876-rust_src@251 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow right clicking in test.html git-svn-id: https://garryshomepc/svn/494876-rust_src@252 0116351e-01fd-46a3-8c09-64bf5bb0948b garry trunk merge LOLZ git-svn-id: https://garryshomepc/svn/494876-rust_src@253 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged differences between trunk and this branch (rather than range of revisions) git-svn-id: https://garryshomepc/svn/494876-rust_src@254 0116351e-01fd-46a3-8c09-64bf5bb0948b Unified RustPlayer FBX + sprint anim git-svn-id: https://garryshomepc/svn/494876-rust_src@255 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged latest branch changes git-svn-id: https://garryshomepc/svn/494876-rust_src@256 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Event Log Removed gamedata references Session/Get/ properly reports admin status git-svn-id: https://garryshomepc/svn/494876-rust_src@257 0116351e-01fd-46a3-8c09-64bf5bb0948b partial merge with trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@258 0116351e-01fd-46a3-8c09-64bf5bb0948b final trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@259 0116351e-01fd-46a3-8c09-64bf5bb0948b Added backpack model and texture git-svn-id: https://garryshomepc/svn/494876-rust_src@260 0116351e-01fd-46a3-8c09-64bf5bb0948b 3dsmax 2012 file containing new clothing items: Woolyhat, Hoody, Jeans and Boots. Will upload textures afterwards. git-svn-id: https://garryshomepc/svn/494876-rust_src@261 0116351e-01fd-46a3-8c09-64bf5bb0948b News posts can have selected HTML Cleaned up news post layout Background scrolls normally git-svn-id: https://garryshomepc/svn/494876-rust_src@262 0116351e-01fd-46a3-8c09-64bf5bb0948b If invalid json response - report it. git-svn-id: https://garryshomepc/svn/494876-rust_src@263 0116351e-01fd-46a3-8c09-64bf5bb0948b User search git-svn-id: https://garryshomepc/svn/494876-rust_src@264 0116351e-01fd-46a3-8c09-64bf5bb0948b User banning, User info page git-svn-id: https://garryshomepc/svn/494876-rust_src@265 0116351e-01fd-46a3-8c09-64bf5bb0948b This redirect to index isn't helping debug the log out issue git-svn-id: https://garryshomepc/svn/494876-rust_src@266 0116351e-01fd-46a3-8c09-64bf5bb0948b editor changes: can now switch between server and client mode in editor can now connect via connection window or reconnect menu item ( once connected one time ) git-svn-id: https://garryshomepc/svn/494876-rust_src@267 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@268 0116351e-01fd-46a3-8c09-64bf5bb0948b see http://wiki.office.facepunch.com/index.php/Playing_Rust_In_Editor and http://wiki.office.facepunch.com/index.php/Hosting_a_Rust_Server_In_Editor for more info editor changes: can now switch between server and client mode in editor can now connect via connection window or reconnect menu item ( once connected one time ) git-svn-id: https://garryshomepc/svn/494876-rust_src@269 0116351e-01fd-46a3-8c09-64bf5bb0948b removed editor_client ( which only defined RUSTCLIENT ) eventually we'll make sure anything that uses UNITY_EDITOR does not assume both git-svn-id: https://garryshomepc/svn/494876-rust_src@270 0116351e-01fd-46a3-8c09-64bf5bb0948b If there was a good reason for these changes then please put them back with comments. As it is I can't see that they have any effect. git-svn-id: https://garryshomepc/svn/494876-rust_src@271 0116351e-01fd-46a3-8c09-64bf5bb0948b Added profiler.record <seconds> Added Rust > Load Profile Data menu option git-svn-id: https://garryshomepc/svn/494876-rust_src@272 0116351e-01fd-46a3-8c09-64bf5bb0948b Save text two lines instead of 4 git-svn-id: https://garryshomepc/svn/494876-rust_src@273 0116351e-01fd-46a3-8c09-64bf5bb0948b Testing Bill's awesome theory git-svn-id: https://garryshomepc/svn/494876-rust_src@274 0116351e-01fd-46a3-8c09-64bf5bb0948b ifdef UNityEditor git-svn-id: https://garryshomepc/svn/494876-rust_src@275 0116351e-01fd-46a3-8c09-64bf5bb0948b Verbose Logging on player spawn. Lets solve this shit. git-svn-id: https://garryshomepc/svn/494876-rust_src@276 0116351e-01fd-46a3-8c09-64bf5bb0948b Try to catch NAN spawns and correct + report so we can find out where we're going wrong. git-svn-id: https://garryshomepc/svn/494876-rust_src@277 0116351e-01fd-46a3-8c09-64bf5bb0948b Added warning to the closest point of crashing possible on bad position git-svn-id: https://garryshomepc/svn/494876-rust_src@278 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed game not saving if save not loaded initially ! git-svn-id: https://garryshomepc/svn/494876-rust_src@279 0116351e-01fd-46a3-8c09-64bf5bb0948b Added consolecommand -> find ! git-svn-id: https://garryshomepc/svn/494876-rust_src@280 0116351e-01fd-46a3-8c09-64bf5bb0948b This folder shouldn't be here git-svn-id: https://garryshomepc/svn/494876-rust_src@281 0116351e-01fd-46a3-8c09-64bf5bb0948b Walk animations + idle stand git-svn-id: https://garryshomepc/svn/494876-rust_src@282 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@283 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge from yesterday (whoops) git-svn-id: https://garryshomepc/svn/494876-rust_src@284 0116351e-01fd-46a3-8c09-64bf5bb0948b Console Args -Fixed all args being made lowercase -Fixed args not obeying double quotes i.e. 1 2 "hello world" 3 is 4 words -Added inv.give to give yourself items as an admin -Added env.timing to change the time of day Inventories can now be dynamic sizes -Campfires now only have 6 slots -Stashes have 3 -You now only drop one bag on death that contains everything Player inventory size changed from 48 to 30 Fixed some render distances Viewmodel sprint animations should be fixed Stashes now have a very very short render distance. Added Large Wood Storage Fixes to M4 weapon stats (they were totally wrong and ) Removed recoil bonus from silencer Medkits heal at half speed, and can only be used once every 5 seconds (in preperation for them being an active item) git-svn-id: https://garryshomepc/svn/494876-rust_src@285 0116351e-01fd-46a3-8c09-64bf5bb0948b Backpack source + height mod git-svn-id: https://garryshomepc/svn/494876-rust_src@286 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@287 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebalanced item drops -Slightly more ammo drops -Zombies now drop more critical items (Research kits ) -No more 9mm pistol blueprints git-svn-id: https://garryshomepc/svn/494876-rust_src@288 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up branch git-svn-id: https://garryshomepc/svn/494876-rust_src@289 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up branch git-svn-id: https://garryshomepc/svn/494876-rust_src@290 0116351e-01fd-46a3-8c09-64bf5bb0948b Added voice comm Allowed using resources folder Added VoiceChat key - defaults to v git-svn-id: https://garryshomepc/svn/494876-rust_src@291 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging in web changes from my branch git-svn-id: https://garryshomepc/svn/494876-rust_src@292 0116351e-01fd-46a3-8c09-64bf5bb0948b Voicecom test git-svn-id: https://garryshomepc/svn/494876-rust_src@293 0116351e-01fd-46a3-8c09-64bf5bb0948b No debug playback! git-svn-id: https://garryshomepc/svn/494876-rust_src@294 0116351e-01fd-46a3-8c09-64bf5bb0948b No distance limiter Spam volume git-svn-id: https://garryshomepc/svn/494876-rust_src@295 0116351e-01fd-46a3-8c09-64bf5bb0948b Debugging voicecom git-svn-id: https://garryshomepc/svn/494876-rust_src@296 0116351e-01fd-46a3-8c09-64bf5bb0948b More voice comm test git-svn-id: https://garryshomepc/svn/494876-rust_src@297 0116351e-01fd-46a3-8c09-64bf5bb0948b Apparently added sa at the end of this line before I committed git-svn-id: https://garryshomepc/svn/494876-rust_src@298 0116351e-01fd-46a3-8c09-64bf5bb0948b I am fucking useless git-svn-id: https://garryshomepc/svn/494876-rust_src@299 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed RUSTPURE RUSTSERVER is now SERVER RUSTCLIENT is now CLIENT RUSTSERVER and RUSTCLIENT should not be defined at the same time anymore. git-svn-id: https://garryshomepc/svn/494876-rust_src@300 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed RUSTPURE RUSTSERVER is now SERVER RUSTCLIENT is now CLIENT RUSTSERVER and RUSTCLIENT should not be defined at the same time anymore. git-svn-id: https://garryshomepc/svn/494876-rust_src@301 0116351e-01fd-46a3-8c09-64bf5bb0948b Added debug checks for voice comm git-svn-id: https://garryshomepc/svn/494876-rust_src@302 0116351e-01fd-46a3-8c09-64bf5bb0948b Debug output git-svn-id: https://garryshomepc/svn/494876-rust_src@303 0116351e-01fd-46a3-8c09-64bf5bb0948b ProjectSettings.asset - fixed for build server? git-svn-id: https://garryshomepc/svn/494876-rust_src@304 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk merge disaster git-svn-id: https://garryshomepc/svn/494876-rust_src@305 0116351e-01fd-46a3-8c09-64bf5bb0948b voicecom is hurting my brain git-svn-id: https://garryshomepc/svn/494876-rust_src@306 0116351e-01fd-46a3-8c09-64bf5bb0948b Wake up garry git-svn-id: https://garryshomepc/svn/494876-rust_src@307 0116351e-01fd-46a3-8c09-64bf5bb0948b trunk merge git-svn-id: https://garryshomepc/svn/494876-rust_src@308 0116351e-01fd-46a3-8c09-64bf5bb0948b Large Wood storage actually spawns now, derp git-svn-id: https://garryshomepc/svn/494876-rust_src@309 0116351e-01fd-46a3-8c09-64bf5bb0948b Console Args -Fixed all args being made lowercase -Fixed args not obeying double quotes i.e. 1 2 "hello world" 3 is 4 words -Added inv.give to give yourself items as an admin -Added env.timing to change the time of day Inventories can now be dynamic sizes -Campfires now only have 6 slots -Stashes have 3 -You now only drop one bag on death that contains everything Player inventory size changed from 48 to 30 Fixed some render distances Viewmodel sprint animations should be fixed Stashes now have a very very short render distance. Added Large Wood Storage Fixes to M4 weapon stats (they were totally wrong and ) Removed recoil bonus from silencer Medkits heal at half speed, and can only be used once every 5 seconds (in preperation for them being an active item) Rebalanced item drops -Slightly more ammo drops -Zombies now drop more critical items (Research kits ) -No more 9mm pistol blueprints git-svn-id: https://garryshomepc/svn/494876-rust_src@310 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed useless file git-svn-id: https://garryshomepc/svn/494876-rust_src@311 0116351e-01fd-46a3-8c09-64bf5bb0948b Added voice.distance Removed debug spam Set max distance on speaker audio source git-svn-id: https://garryshomepc/svn/494876-rust_src@312 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed client not compiling git-svn-id: https://garryshomepc/svn/494876-rust_src@313 0116351e-01fd-46a3-8c09-64bf5bb0948b Added save.autosavetime to control how often we should automatically save the world Added timers on saving - to see if it's taking a long time git-svn-id: https://garryshomepc/svn/494876-rust_src@314 0116351e-01fd-46a3-8c09-64bf5bb0948b merge with trunk, and added tp2p tp2w and prepare_restart git-svn-id: https://garryshomepc/svn/494876-rust_src@315 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@316 0116351e-01fd-46a3-8c09-64bf5bb0948b added tp2p tp2w and prepare_restart git-svn-id: https://garryshomepc/svn/494876-rust_src@317 0116351e-01fd-46a3-8c09-64bf5bb0948b renamed some conflicting console system class names git-svn-id: https://garryshomepc/svn/494876-rust_src@318 0116351e-01fd-46a3-8c09-64bf5bb0948b renamed some conflicting console system class names git-svn-id: https://garryshomepc/svn/494876-rust_src@319 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up some things with build files ( editor shouldnt have BATCHFIX defined, but avoiding copy and paste of overriding script defines ) fixed some obsolete warnings. added a way to mark ConsoleSystem types inside of a assembly as not requiring the period. (see the top of ConsoleSystem-find.cs). [strong attempt to not change much with this] git-svn-id: https://garryshomepc/svn/494876-rust_src@320 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up some things with build files ( editor shouldnt have BATCHFIX defined, but avoiding copy and paste of overriding script defines ) fixed some obsolete warnings. added a way to mark ConsoleSystem types inside of a assembly as not requiring the period. (see the top of ConsoleSystem-find.cs). [strong attempt to not change much with this] git-svn-id: https://garryshomepc/svn/494876-rust_src@321 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for issue with added console feature fix for env.timing ( you now may enter 1 argument to only adjust time, or no arguments at all to see the values ) git-svn-id: https://garryshomepc/svn/494876-rust_src@322 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for issue with added console feature fix for env.timing ( you now may enter 1 argument to only adjust time, or no arguments at all to see the values ) git-svn-id: https://garryshomepc/svn/494876-rust_src@323 0116351e-01fd-46a3-8c09-64bf5bb0948b This classless stuff was nasty. The whole deal with the global. stuff is that they're all just regular console commands on the global. class - there's no special classes or anything. It complicates it when you add special stuff for them. So it's gone and seems to work. git-svn-id: https://garryshomepc/svn/494876-rust_src@324 0116351e-01fd-46a3-8c09-64bf5bb0948b FindPlayerClientsByString - now returns exact matches if it finds them, then searches for partials and userid matches Cleaned up teleport commands. KISS: Renamed "teleport player player" to "teleport to player" KISS: Renamed "teleport player world" to "teleport to pos" git-svn-id: https://garryshomepc/svn/494876-rust_src@325 0116351e-01fd-46a3-8c09-64bf5bb0948b A lot of this stuff could be server only. git-svn-id: https://garryshomepc/svn/494876-rust_src@326 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@327 0116351e-01fd-46a3-8c09-64bf5bb0948b wooo close to having all strucutre component colliders batched. git-svn-id: https://garryshomepc/svn/494876-rust_src@328 0116351e-01fd-46a3-8c09-64bf5bb0948b MeshBatch is now working with physics. I integrate one changes to mesh colliders per frame as to not have the server lock up ( and a frame should be very fast outside of editor ). A 144 peice structure spends 12ms in PhysX.Bake Mesh bla bla, which ideally would be less but it is one of the the only small spots that runs on the main thread the server should be able to handle 50-100ms hiccups just fine. I still have to test if the original colliders actually need to be removed or not ( right now I'm just disabling them ). It would be nice if we could keep them around for subtesting geometry. Some quick usage: Raycast -> Merged instance: ( local: Raycast hit ) MeshBatchInstance instance; if( hit.GetMergedMeshBatchInstance( out instance ) ) { instance <- is merged mesh batched instance. } else { regular hit. } From now on with explosives we should be using MeshBatchPhysicalTarget.OverlapSphere ( instead of Physics.OverlapSphere ) Theres some other stuff that still needs sorting out and refinement but its going well overall. git-svn-id: https://garryshomepc/svn/494876-rust_src@329 0116351e-01fd-46a3-8c09-64bf5bb0948b clothing textures uploading into their respective folders. git-svn-id: https://garryshomepc/svn/494876-rust_src@330 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding the scale adjusted version of the clothing.max file. Hoody, WoolyHat,Jeans and boots. git-svn-id: https://garryshomepc/svn/494876-rust_src@331 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding the parachute and supplycrate with textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@332 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@333 0116351e-01fd-46a3-8c09-64bf5bb0948b Latest trunk - it missed these for some reason git-svn-id: https://garryshomepc/svn/494876-rust_src@334 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge from Trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@335 0116351e-01fd-46a3-8c09-64bf5bb0948b lots of changes internally how jobs are picked. reduced memory usage. some issues i have to fix up still, can't seem to poll whats going on from editor without a crash -- but i'm pretty sure i just need some sleep git-svn-id: https://garryshomepc/svn/494876-rust_src@336 0116351e-01fd-46a3-8c09-64bf5bb0948b Rigged new urban clothing set + polished weighting on desert/basiccloth set. git-svn-id: https://garryshomepc/svn/494876-rust_src@337 0116351e-01fd-46a3-8c09-64bf5bb0948b *BASIC* crouchwalking animations quickly derived from the walking ones git-svn-id: https://garryshomepc/svn/494876-rust_src@338 0116351e-01fd-46a3-8c09-64bf5bb0948b looks like most kinks are werked out gonna merge with trunk after this and then hopefully merge into trunk tonite git-svn-id: https://garryshomepc/svn/494876-rust_src@339 0116351e-01fd-46a3-8c09-64bf5bb0948b sanitizing / centralizing explosion code while plugging it in to the new system merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@340 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed console not working if not connected to a server git-svn-id: https://garryshomepc/svn/494876-rust_src@341 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a console Added GameUI - which ironically should contain all UI that is not in-game UI Added a CONSOLE controller to LevelShared - to network console calls (instead of doing it in chat) Added Daikon Forge GUI system (WE NOW HAVE 3 GUI SYSTEMS GOING :) Added GameUI.Scene to baseclient.build Added Layer32 - GameUI git-svn-id: https://garryshomepc/svn/494876-rust_src@342 0116351e-01fd-46a3-8c09-64bf5bb0948b Added shadow to skin git-svn-id: https://garryshomepc/svn/494876-rust_src@343 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding cloth textures for the player model. git-svn-id: https://garryshomepc/svn/494876-rust_src@344 0116351e-01fd-46a3-8c09-64bf5bb0948b Added supply plane Added supply drops fixes for not compiling locally [system.nonserialize] git-svn-id: https://garryshomepc/svn/494876-rust_src@345 0116351e-01fd-46a3-8c09-64bf5bb0948b looks like everythings working as per normal but with physics mesh batching now. going to merge in with trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@346 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk, about to merge into trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@347 0116351e-01fd-46a3-8c09-64bf5bb0948b mesh batch now works on server for colliders. http://puu.sh/42pnA.png ( 29089 colliders -> 6923 ) 1 collider per structure master. nothing but structure components are currently batched. It does all the math and buffer combining on a separate thread, when ready the server integrates one UnityEngine.Mesh to one UnityEngine.MeshCollider per frame ( since its the slowest part of all of this and can't be threaded ). The integration hiccups should be ok for the server to handle this way. As the client version with graphical mesh combining when stuff gets removed / destroyed it rebuilds the mesh and all that good stuff. Part of the fix required me to centralize exploision code since we're now dealing with multiple objects sharing a collider ( but its all solved for and works the same ) I still need to check any server code that is raycasting for structure components, which i'll do after this commit. so far testing on my own it seems like everything is in order. Other changes: - simplified changing editor mode ( no longer prompts you for 'take me there' just takes you there with the suggested mode selected ( you just need to press change ) - added console command rustserver.count_objects which we can use to count objects. if any argument is provided it'll count only those that typename match. - exposed/stored the triangleIndex value off RaycastHit to RaycastHit2 [triangleIndex is used with merged models to figure out what it hit inside of the big output] - debug input ( H and O ) work when in editor now (only editor). - fixed some serialization errors - some reason when i use the build bat my %CD% isnt right, set GAME_PROJECT_DIR prior to devenv stuff. git-svn-id: https://garryshomepc/svn/494876-rust_src@348 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a check in structure master. reenabled shadows for low lods ( and windows, pillars ) set ramps collider as convex git-svn-id: https://garryshomepc/svn/494876-rust_src@349 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a check in structure master. reenabled shadows for low lods ( and windows, pillars ) set ramps collider as convex git-svn-id: https://garryshomepc/svn/494876-rust_src@350 0116351e-01fd-46a3-8c09-64bf5bb0948b Options window WIP git-svn-id: https://garryshomepc/svn/494876-rust_src@351 0116351e-01fd-46a3-8c09-64bf5bb0948b First person arms with textures and max 2012 file. git-svn-id: https://garryshomepc/svn/494876-rust_src@352 0116351e-01fd-46a3-8c09-64bf5bb0948b Game Options, Key Binds git-svn-id: https://garryshomepc/svn/494876-rust_src@353 0116351e-01fd-46a3-8c09-64bf5bb0948b Tying GUI controls to convars via small modular scripts git-svn-id: https://garryshomepc/svn/494876-rust_src@354 0116351e-01fd-46a3-8c09-64bf5bb0948b renamed console systems and commands rustserver.prepare_restart = game.restart rustserver.count_objects = objects.count git-svn-id: https://garryshomepc/svn/494876-rust_src@355 0116351e-01fd-46a3-8c09-64bf5bb0948b removing some test changes i made a few revisions back git-svn-id: https://garryshomepc/svn/494876-rust_src@356 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@357 0116351e-01fd-46a3-8c09-64bf5bb0948b renamed console systems and commands rustserver.prepare_restart = game.restart rustserver.count_objects = objects.count git-svn-id: https://garryshomepc/svn/494876-rust_src@358 0116351e-01fd-46a3-8c09-64bf5bb0948b looks like i fixed the issues with merged meshes not deleting reverted another file that had temporary changes git-svn-id: https://garryshomepc/svn/494876-rust_src@359 0116351e-01fd-46a3-8c09-64bf5bb0948b looks like i fixed the issues with merged meshes not deleting ( which caused a server crash today ) git-svn-id: https://garryshomepc/svn/494876-rust_src@360 0116351e-01fd-46a3-8c09-64bf5bb0948b Added wildlife manager - calculates AI automatically across multiple frames Fixed supply plane dropping multiple times in a day Optimized some code git-svn-id: https://garryshomepc/svn/494876-rust_src@361 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@362 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Supply Drop Added Supply Plane Wildlife now calculates across multiple frames (much faster, no hiccups) Wildlife allocates less garbage Fixed collision box on Large Wood Box Fixed Blueprint for Large Wood Box git-svn-id: https://garryshomepc/svn/494876-rust_src@363 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up destruction of all things meshbatch properly now added ServerManagement.OnServerWillDestroy() which is overridden in RustServerManagement. Gets called prior to any IDMain being destroyed on server through NetCull.Destroy. should fix up all the error logging when the server shuts down. merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@364 0116351e-01fd-46a3-8c09-64bf5bb0948b build fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@365 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up WildlifeManager, need to test further. TransCarrier does not do anything in OnDestroy anymore, its too error prone when the server shuts down. Moved functionality off to RustServerManagement.OnServerWillDestroy Temporarily set VisNode to think everyone is blind ( takes the processing time way down, nothing uses its features yet so should make no difference ) Skipped a RPC by defining gender and skin of chickens by their replicated view id ( which should be pretty even ). git-svn-id: https://garryshomepc/svn/494876-rust_src@366 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up destruction of all things meshbatch properly now added ServerManagement.OnServerWillDestroy() which is overridden in RustServerManagement. Gets called prior to any IDMain being destroyed on server through NetCull.Destroy. should fix up all the error logging when the server shuts down. fixed up WildlifeManager, need to test further. TransCarrier does not do anything in OnDestroy anymore, its too error prone when the server shuts down. Moved functionality off to RustServerManagement.OnServerWillDestroy Temporarily set VisNode to think everyone is blind ( takes the processing time way down, nothing uses its features yet so should make no difference ) Skipped a RPC by defining gender and skin of chickens by their replicated view id ( which should be pretty even ). git-svn-id: https://garryshomepc/svn/494876-rust_src@367 0116351e-01fd-46a3-8c09-64bf5bb0948b amped up updates per frame and wildlife looks fine. git-svn-id: https://garryshomepc/svn/494876-rust_src@368 0116351e-01fd-46a3-8c09-64bf5bb0948b amped up updates per frame and wildlife looks fine. still need to put some sort of mechanism in that ensures stuff updates by some maximum time git-svn-id: https://garryshomepc/svn/494876-rust_src@369 0116351e-01fd-46a3-8c09-64bf5bb0948b some fixes for when we do hit the collider limit and have save files that hold more than the collider limit. git-svn-id: https://garryshomepc/svn/494876-rust_src@370 0116351e-01fd-46a3-8c09-64bf5bb0948b Options panel works in theory! Woop! git-svn-id: https://garryshomepc/svn/494876-rust_src@371 0116351e-01fd-46a3-8c09-64bf5bb0948b Escape menu, menu screen git-svn-id: https://garryshomepc/svn/494876-rust_src@372 0116351e-01fd-46a3-8c09-64bf5bb0948b Added hack to LockCursorManager which opens the menu screen when escape is pressed HumanController - ignore keys when menu is open Added menu screen - which pops up on escape and lets you choose options git-svn-id: https://garryshomepc/svn/494876-rust_src@373 0116351e-01fd-46a3-8c09-64bf5bb0948b the scene didn't save because unity sux git-svn-id: https://garryshomepc/svn/494876-rust_src@374 0116351e-01fd-46a3-8c09-64bf5bb0948b Reworked basicwildlifeai and changed how WildlifeManager updates. Added in millisecond based timers git-svn-id: https://garryshomepc/svn/494876-rust_src@375 0116351e-01fd-46a3-8c09-64bf5bb0948b wildlife performance is much higher now, and the manager does a better job at making sure things that need to send do git-svn-id: https://garryshomepc/svn/494876-rust_src@376 0116351e-01fd-46a3-8c09-64bf5bb0948b wildlife performance is much higher now, and the manager does a better job at making sure things that need to send do it also doesnt network more htan it should. git-svn-id: https://garryshomepc/svn/494876-rust_src@377 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed large wood storage blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@378 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed large wood storage blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@379 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@380 0116351e-01fd-46a3-8c09-64bf5bb0948b Weightmapped new first person arms git-svn-id: https://garryshomepc/svn/494876-rust_src@381 0116351e-01fd-46a3-8c09-64bf5bb0948b Rock with textures, fbx and 2012 max file git-svn-id: https://garryshomepc/svn/494876-rust_src@382 0116351e-01fd-46a3-8c09-64bf5bb0948b Freckle face font 64 for menu git-svn-id: https://garryshomepc/svn/494876-rust_src@383 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading new version of the rock and the respective textures, fbx and 3ds max 2012 file. git-svn-id: https://garryshomepc/svn/494876-rust_src@384 0116351e-01fd-46a3-8c09-64bf5bb0948b Can now convar properties git-svn-id: https://garryshomepc/svn/494876-rust_src@385 0116351e-01fd-46a3-8c09-64bf5bb0948b Settings working apart from keybinds and resolution Fixed server not compiling Increased shadow distance in 'good' quality git-svn-id: https://garryshomepc/svn/494876-rust_src@386 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@387 0116351e-01fd-46a3-8c09-64bf5bb0948b Updating cloth with alpha channels, the cloth shoes has alpha but it's not transparency, it's specular. git-svn-id: https://garryshomepc/svn/494876-rust_src@388 0116351e-01fd-46a3-8c09-64bf5bb0948b ConsoleSystem uses properties properly Fixed render convars being wanky Implemented Save tag on Convars Convars save and load as expected git-svn-id: https://garryshomepc/svn/494876-rust_src@389 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed serverside errors git-svn-id: https://garryshomepc/svn/494876-rust_src@390 0116351e-01fd-46a3-8c09-64bf5bb0948b Full screen resolution setting Fixed project settings git-svn-id: https://garryshomepc/svn/494876-rust_src@391 0116351e-01fd-46a3-8c09-64bf5bb0948b Key binds are working + saving to config + loading from config git-svn-id: https://garryshomepc/svn/494876-rust_src@392 0116351e-01fd-46a3-8c09-64bf5bb0948b Voice com key Default config git-svn-id: https://garryshomepc/svn/494876-rust_src@393 0116351e-01fd-46a3-8c09-64bf5bb0948b Unity doesn't save until you close git-svn-id: https://garryshomepc/svn/494876-rust_src@394 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@395 0116351e-01fd-46a3-8c09-64bf5bb0948b Options and Console branch git-svn-id: https://garryshomepc/svn/494876-rust_src@396 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed layout git-svn-id: https://garryshomepc/svn/494876-rust_src@397 0116351e-01fd-46a3-8c09-64bf5bb0948b Updating DF to latest (hoping to solve half pixel render errors) git-svn-id: https://garryshomepc/svn/494876-rust_src@398 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't make controls triggers git-svn-id: https://garryshomepc/svn/494876-rust_src@399 0116351e-01fd-46a3-8c09-64bf5bb0948b DFGUI update Resolved IndexOutOfRange exception when attempting to create a Texture Atlas but no selected texture is Read/Write Added dfInputManager.RetainFocus option - Determines whether control will retain focus when empty screen is clicked Added ability to set design-time screen width directly to allow for wider range of design options Made SetFocus(), HasFocus(), and ContainsFocus() methods of dfGUIManager class static Resolved issue in dfControl.OnMouseUp() on mobile touchscreen devices - No longer defaults to Hover state on mouse up dfDragHandle class now allows mouse events to properly bubble up the hierarchy Added initial multi-touch support, will be extended in upcoming revisions Resolved NulllReferenceException in EventBindingEditor when generating event handler signature Resolved issue with drag/drop where leaving a drop target then returning to it without going over another control first would fail to fire OnDragEnter event Resolved issue with dfScrollPanel control allowing user to scroll past content boundaries in some situations Added touch scrolling to dfListbox and dfScrollablePanel controls Added design-time "snap to grid" and options to display grid and set grid size Renamed object pooling classes in examples folder (added prefix to avoid naming collisions with other assets) git-svn-id: https://garryshomepc/svn/494876-rust_src@400 0116351e-01fd-46a3-8c09-64bf5bb0948b Open console using F1. Solves a lot of issues. git-svn-id: https://garryshomepc/svn/494876-rust_src@401 0116351e-01fd-46a3-8c09-64bf5bb0948b test fix to memory leak deployable object now saves its transcarrier to world data ( need to test ) meshbatchinstance actually disables colliders in load now git-svn-id: https://garryshomepc/svn/494876-rust_src@402 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Hostile Wildlife class Added Wolf Fixed Wilflife not roaming git-svn-id: https://garryshomepc/svn/494876-rust_src@403 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@404 0116351e-01fd-46a3-8c09-64bf5bb0948b test fix to memory leak deployable object now saves its transcarrier to world data ( need to test ) meshbatchinstance actually disables colliders in load now git-svn-id: https://garryshomepc/svn/494876-rust_src@405 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to server compile git-svn-id: https://garryshomepc/svn/494876-rust_src@406 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot this git-svn-id: https://garryshomepc/svn/494876-rust_src@407 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot this git-svn-id: https://garryshomepc/svn/494876-rust_src@408 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaking default player size to temporarily avoid GUI corruption git-svn-id: https://garryshomepc/svn/494876-rust_src@409 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't do chat when options/console is open git-svn-id: https://garryshomepc/svn/494876-rust_src@410 0116351e-01fd-46a3-8c09-64bf5bb0948b Compile fix git-svn-id: https://garryshomepc/svn/494876-rust_src@411 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed some bugs with hostile wildlife Added sounds to hostile wildlife Added Bear Added Large Medkit Small medkit heals slightly less health Updated explosive charge icon git-svn-id: https://garryshomepc/svn/494876-rust_src@412 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@413 0116351e-01fd-46a3-8c09-64bf5bb0948b Errant spawnpoint for wildlife git-svn-id: https://garryshomepc/svn/494876-rust_src@414 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up level loading. its not the nicest fix since we have to wait a fixed update for colliders to actually turn off ( and we can hit the collider limit if we don't ) So now loading stops every 10000" class="changeset">10000 objects loaded waits then resumes. Disabled target frame rate. git-svn-id: https://garryshomepc/svn/494876-rust_src@415 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@416 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up level loading. its not the nicest fix since we have to wait a fixed update for colliders to actually turn off ( and we can hit the collider limit if we don't ) So now loading stops every 10000" class="changeset">10000 objects loaded waits then resumes. Disabled target frame rate. git-svn-id: https://garryshomepc/svn/494876-rust_src@417 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed flashlights and lasers git-svn-id: https://garryshomepc/svn/494876-rust_src@418 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed flashlights and lasers git-svn-id: https://garryshomepc/svn/494876-rust_src@419 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing my branch git-svn-id: https://garryshomepc/svn/494876-rust_src@420 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating new branch git-svn-id: https://garryshomepc/svn/494876-rust_src@421 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed some bugs with hostile wildlife Added sounds Added Bear Added Large Medkit git-svn-id: https://garryshomepc/svn/494876-rust_src@422 0116351e-01fd-46a3-8c09-64bf5bb0948b Auto save every 10 minutes by default git-svn-id: https://garryshomepc/svn/494876-rust_src@423 0116351e-01fd-46a3-8c09-64bf5bb0948b Kick users if trying to reconnect. There's a bug in here somewhere because this should have been working. git-svn-id: https://garryshomepc/svn/494876-rust_src@424 0116351e-01fd-46a3-8c09-64bf5bb0948b Options skin git-svn-id: https://garryshomepc/svn/494876-rust_src@425 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding try catch around here. git-svn-id: https://garryshomepc/svn/494876-rust_src@426 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@427 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleanup git-svn-id: https://garryshomepc/svn/494876-rust_src@428 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@429 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk finally fixed memory leak, unity sucks changed how structure components rebind during loading ( needs work still ) git-svn-id: https://garryshomepc/svn/494876-rust_src@430 0116351e-01fd-46a3-8c09-64bf5bb0948b Animated viewmodel rock git-svn-id: https://garryshomepc/svn/494876-rust_src@431 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster sends a heartbeat to the API server git-svn-id: https://garryshomepc/svn/494876-rust_src@432 0116351e-01fd-46a3-8c09-64bf5bb0948b Weapon poses git-svn-id: https://garryshomepc/svn/494876-rust_src@433 0116351e-01fd-46a3-8c09-64bf5bb0948b Frozen-pelvis walk cycles for aiming git-svn-id: https://garryshomepc/svn/494876-rust_src@434 0116351e-01fd-46a3-8c09-64bf5bb0948b Frozen-pelvis crouchwalk cycles for aiming git-svn-id: https://garryshomepc/svn/494876-rust_src@435 0116351e-01fd-46a3-8c09-64bf5bb0948b idle crouch git-svn-id: https://garryshomepc/svn/494876-rust_src@436 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed kicking crashes, not kicking git-svn-id: https://garryshomepc/svn/494876-rust_src@437 0116351e-01fd-46a3-8c09-64bf5bb0948b Output connection debug git-svn-id: https://garryshomepc/svn/494876-rust_src@438 0116351e-01fd-46a3-8c09-64bf5bb0948b Added newlines for no reason git-svn-id: https://garryshomepc/svn/494876-rust_src@439 0116351e-01fd-46a3-8c09-64bf5bb0948b trying to commit just the memory leak fix git-svn-id: https://garryshomepc/svn/494876-rust_src@440 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated RustPlayer.fbx - fixed stray vertice on hoodie (urban torso) - fixed missing neck v-line on desert clothes torso (clothbasic) git-svn-id: https://garryshomepc/svn/494876-rust_src@441 0116351e-01fd-46a3-8c09-64bf5bb0948b Generic aim animations git-svn-id: https://garryshomepc/svn/494876-rust_src@442 0116351e-01fd-46a3-8c09-64bf5bb0948b No need for this debugging now git-svn-id: https://garryshomepc/svn/494876-rust_src@443 0116351e-01fd-46a3-8c09-64bf5bb0948b animation sources (use at your own risk) git-svn-id: https://garryshomepc/svn/494876-rust_src@444 0116351e-01fd-46a3-8c09-64bf5bb0948b Password changing git-svn-id: https://garryshomepc/svn/494876-rust_src@445 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster server list Create cluster server button git-svn-id: https://garryshomepc/svn/494876-rust_src@446 0116351e-01fd-46a3-8c09-64bf5bb0948b almost got the new player model in. I'm about to merge from trunk and am avoiding committing the textures at the moment git-svn-id: https://garryshomepc/svn/494876-rust_src@447 0116351e-01fd-46a3-8c09-64bf5bb0948b Server creation, cluster creation git-svn-id: https://garryshomepc/svn/494876-rust_src@448 0116351e-01fd-46a3-8c09-64bf5bb0948b SERVER_ID => CLUSTER_ID git-svn-id: https://garryshomepc/svn/494876-rust_src@449 0116351e-01fd-46a3-8c09-64bf5bb0948b tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@450 0116351e-01fd-46a3-8c09-64bf5bb0948b Change API URL git-svn-id: https://garryshomepc/svn/494876-rust_src@451 0116351e-01fd-46a3-8c09-64bf5bb0948b server heartbeat git-svn-id: https://garryshomepc/svn/494876-rust_src@452 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot to save. git-svn-id: https://garryshomepc/svn/494876-rust_src@453 0116351e-01fd-46a3-8c09-64bf5bb0948b bullshit git-svn-id: https://garryshomepc/svn/494876-rust_src@454 0116351e-01fd-46a3-8c09-64bf5bb0948b IP address fix git-svn-id: https://garryshomepc/svn/494876-rust_src@455 0116351e-01fd-46a3-8c09-64bf5bb0948b php info git-svn-id: https://garryshomepc/svn/494876-rust_src@456 0116351e-01fd-46a3-8c09-64bf5bb0948b assoc array git-svn-id: https://garryshomepc/svn/494876-rust_src@457 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster heartbeat, server id git-svn-id: https://garryshomepc/svn/494876-rust_src@458 0116351e-01fd-46a3-8c09-64bf5bb0948b Session debugging git-svn-id: https://garryshomepc/svn/494876-rust_src@459 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated idle crouch, added compositing versions of idle stand & crouch git-svn-id: https://garryshomepc/svn/494876-rust_src@460 0116351e-01fd-46a3-8c09-64bf5bb0948b added in upper body idle support ( untested - need animations ) fixed up ragdoll for male started getting armor support on the ragdoll but unsure if the server is clearing armor prior to ragdoll or if its just not working ( will look into it today ) merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@461 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed 'invalid session' issues git-svn-id: https://garryshomepc/svn/494876-rust_src@462 0116351e-01fd-46a3-8c09-64bf5bb0948b People were being logged out if their IP changes. This way the last digits of their IP can change, but it's more secure than not using the IP in the hash. git-svn-id: https://garryshomepc/svn/494876-rust_src@463 0116351e-01fd-46a3-8c09-64bf5bb0948b Yeah we can't use the IP. It just constantly logs people out. Find a better way newb. git-svn-id: https://garryshomepc/svn/494876-rust_src@464 0116351e-01fd-46a3-8c09-64bf5bb0948b Dang it. Session params were backwards. git-svn-id: https://garryshomepc/svn/494876-rust_src@465 0116351e-01fd-46a3-8c09-64bf5bb0948b Fuck me I'm a cunt. git-svn-id: https://garryshomepc/svn/494876-rust_src@466 0116351e-01fd-46a3-8c09-64bf5bb0948b Generate your own API key! git-svn-id: https://garryshomepc/svn/494876-rust_src@467 0116351e-01fd-46a3-8c09-64bf5bb0948b Hatchet aim git-svn-id: https://garryshomepc/svn/494876-rust_src@468 0116351e-01fd-46a3-8c09-64bf5bb0948b Cheat reporting git-svn-id: https://garryshomepc/svn/494876-rust_src@469 0116351e-01fd-46a3-8c09-64bf5bb0948b Anti cheat reporting git-svn-id: https://garryshomepc/svn/494876-rust_src@470 0116351e-01fd-46a3-8c09-64bf5bb0948b Deny connection if already connected.. but kick the existing player too. See comment for details. git-svn-id: https://garryshomepc/svn/494876-rust_src@471 0116351e-01fd-46a3-8c09-64bf5bb0948b Beta key issuing from purchase git-svn-id: https://garryshomepc/svn/494876-rust_src@472 0116351e-01fd-46a3-8c09-64bf5bb0948b None of this was actually needed. I'm a nerdo. git-svn-id: https://garryshomepc/svn/494876-rust_src@473 0116351e-01fd-46a3-8c09-64bf5bb0948b Can generate 1000 keys at a time git-svn-id: https://garryshomepc/svn/494876-rust_src@474 0116351e-01fd-46a3-8c09-64bf5bb0948b just waiting on some animations at this point. theres minor things left code wise that i'm going to nail out git-svn-id: https://garryshomepc/svn/494876-rust_src@475 0116351e-01fd-46a3-8c09-64bf5bb0948b textures i was holding off on comitting git-svn-id: https://garryshomepc/svn/494876-rust_src@476 0116351e-01fd-46a3-8c09-64bf5bb0948b buy page test git-svn-id: https://garryshomepc/svn/494876-rust_src@477 0116351e-01fd-46a3-8c09-64bf5bb0948b Buying should work now.. git-svn-id: https://garryshomepc/svn/494876-rust_src@478 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't sell more than we're offering git-svn-id: https://garryshomepc/svn/494876-rust_src@479 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed not adding transactions if more than 10 git-svn-id: https://garryshomepc/svn/494876-rust_src@480 0116351e-01fd-46a3-8c09-64bf5bb0948b A few more details, terms, information git-svn-id: https://garryshomepc/svn/494876-rust_src@481 0116351e-01fd-46a3-8c09-64bf5bb0948b Pistol aim git-svn-id: https://garryshomepc/svn/494876-rust_src@482 0116351e-01fd-46a3-8c09-64bf5bb0948b rifle aim git-svn-id: https://garryshomepc/svn/494876-rust_src@483 0116351e-01fd-46a3-8c09-64bf5bb0948b almost there git-svn-id: https://garryshomepc/svn/494876-rust_src@484 0116351e-01fd-46a3-8c09-64bf5bb0948b tuned up item reps git-svn-id: https://garryshomepc/svn/494876-rust_src@485 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up ragdolls and some problems with item reps. about to merge from trunk and then into it if theres no issues. git-svn-id: https://garryshomepc/svn/494876-rust_src@486 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@487 0116351e-01fd-46a3-8c09-64bf5bb0948b huge merge from my trunk. its on! git-svn-id: https://garryshomepc/svn/494876-rust_src@488 0116351e-01fd-46a3-8c09-64bf5bb0948b removing git-svn-id: https://garryshomepc/svn/494876-rust_src@489 0116351e-01fd-46a3-8c09-64bf5bb0948b missed these git-svn-id: https://garryshomepc/svn/494876-rust_src@490 0116351e-01fd-46a3-8c09-64bf5bb0948b missing git-svn-id: https://garryshomepc/svn/494876-rust_src@491 0116351e-01fd-46a3-8c09-64bf5bb0948b allow Style attribute git-svn-id: https://garryshomepc/svn/494876-rust_src@492 0116351e-01fd-46a3-8c09-64bf5bb0948b trying to see if this is the problem. The logs on jenkins are useless. git-svn-id: https://garryshomepc/svn/494876-rust_src@493 0116351e-01fd-46a3-8c09-64bf5bb0948b fix git-svn-id: https://garryshomepc/svn/494876-rust_src@494 0116351e-01fd-46a3-8c09-64bf5bb0948b security sandbox crap git-svn-id: https://garryshomepc/svn/494876-rust_src@495 0116351e-01fd-46a3-8c09-64bf5bb0948b security sandbox crap git-svn-id: https://garryshomepc/svn/494876-rust_src@496 0116351e-01fd-46a3-8c09-64bf5bb0948b Something fucked is happening here. It isn't kicking users. NetUsers are being left over. So I'm hacking it for now.. but we are leaking netusers. git-svn-id: https://garryshomepc/svn/494876-rust_src@497 0116351e-01fd-46a3-8c09-64bf5bb0948b default render level to highest/best git-svn-id: https://garryshomepc/svn/494876-rust_src@498 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixles git-svn-id: https://garryshomepc/svn/494876-rust_src@499 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up some materials fixed up security sandbox issues git-svn-id: https://garryshomepc/svn/494876-rust_src@500 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@501 0116351e-01fd-46a3-8c09-64bf5bb0948b upgraded to ulink 1.5.5 git-svn-id: https://garryshomepc/svn/494876-rust_src@502 0116351e-01fd-46a3-8c09-64bf5bb0948b upgraded to ulink 1.5.5 git-svn-id: https://garryshomepc/svn/494876-rust_src@503 0116351e-01fd-46a3-8c09-64bf5bb0948b got to figure out whats wrong with this file.. git-svn-id: https://garryshomepc/svn/494876-rust_src@504 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@505 0116351e-01fd-46a3-8c09-64bf5bb0948b Server list git-svn-id: https://garryshomepc/svn/494876-rust_src@506 0116351e-01fd-46a3-8c09-64bf5bb0948b unversioned some build folders in libraries. git-svn-id: https://garryshomepc/svn/494876-rust_src@507 0116351e-01fd-46a3-8c09-64bf5bb0948b adding the brick max file git-svn-id: https://garryshomepc/svn/494876-rust_src@508 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding brick textures, normals and colour. Colour has specular in the alpha. git-svn-id: https://garryshomepc/svn/494876-rust_src@509 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed console system stuff that didn't belong in console system. It's unneeded complication that is under-used. Please don't add this stuff. Cluster server now gets config from webapi Cluster server now gets server config from web api server runs config on launch defaulted sendrate to 5 git-svn-id: https://garryshomepc/svn/494876-rust_src@510 0116351e-01fd-46a3-8c09-64bf5bb0948b Copy cluster server to the right folder git-svn-id: https://garryshomepc/svn/494876-rust_src@511 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed not compiling the wrong project for clusterserver git-svn-id: https://garryshomepc/svn/494876-rust_src@512 0116351e-01fd-46a3-8c09-64bf5bb0948b Save server data into serverid folder. This might make it easier to run multiple servers. git-svn-id: https://garryshomepc/svn/494876-rust_src@513 0116351e-01fd-46a3-8c09-64bf5bb0948b Accidentally enabled buying - prevent it git-svn-id: https://garryshomepc/svn/494876-rust_src@514 0116351e-01fd-46a3-8c09-64bf5bb0948b Possible disconnect error fix git-svn-id: https://garryshomepc/svn/494876-rust_src@515 0116351e-01fd-46a3-8c09-64bf5bb0948b I am guessing it's the CombatLogging system hurting the player to death - so they get removed. But taking no chances. git-svn-id: https://garryshomepc/svn/494876-rust_src@516 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed the major issue from uLink update. annoying undocumented change and following workaround. hopefully fixed player model renderers from spazzing dropped ChildListing -- zombie ragdoll is slower to act now but i will fix it ( just want to get this update out first ) started to put in ragdoll prototype prefabs moved out fields to traits removed UnreliableRPC_IfWorks because i thought it may have been the issue ( turns out it wasn't but since Unreliable rpcs still dont work i'm not gonna bother ) git-svn-id: https://garryshomepc/svn/494876-rust_src@517 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@518 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to call this somewhere.. git-svn-id: https://garryshomepc/svn/494876-rust_src@519 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed the major issue from uLink update. annoying undocumented change and following workaround. hopefully fixed player model renderers from spazzing dropped ChildListing -- zombie ragdoll is slower to act now but i will fix it ( just want to get this update out first ) started to put in ragdoll prototype prefabs moved out fields to traits removed UnreliableRPC_IfWorks because i thought it may have been the issue ( turns out it wasn't but since Unreliable rpcs still dont work i'm not gonna bother ) git-svn-id: https://garryshomepc/svn/494876-rust_src@520 0116351e-01fd-46a3-8c09-64bf5bb0948b triggered rebuilding of the player model.. git-svn-id: https://garryshomepc/svn/494876-rust_src@521 0116351e-01fd-46a3-8c09-64bf5bb0948b derp git-svn-id: https://garryshomepc/svn/494876-rust_src@522 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a issue with importer looping forever git-svn-id: https://garryshomepc/svn/494876-rust_src@523 0116351e-01fd-46a3-8c09-64bf5bb0948b dumb git-svn-id: https://garryshomepc/svn/494876-rust_src@524 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for server git-svn-id: https://garryshomepc/svn/494876-rust_src@525 0116351e-01fd-46a3-8c09-64bf5bb0948b unsure how the old version got back.. git-svn-id: https://garryshomepc/svn/494876-rust_src@526 0116351e-01fd-46a3-8c09-64bf5bb0948b i think i found the bug throwing NRE's git-svn-id: https://garryshomepc/svn/494876-rust_src@527 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@528 0116351e-01fd-46a3-8c09-64bf5bb0948b i think i found the bug throwing NRE's git-svn-id: https://garryshomepc/svn/494876-rust_src@529 0116351e-01fd-46a3-8c09-64bf5bb0948b Server output was getting a bit spammy git-svn-id: https://garryshomepc/svn/494876-rust_src@530 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster output heartbeat, for debug git-svn-id: https://garryshomepc/svn/494876-rust_src@531 0116351e-01fd-46a3-8c09-64bf5bb0948b Report errors to our web api git-svn-id: https://garryshomepc/svn/494876-rust_src@532 0116351e-01fd-46a3-8c09-64bf5bb0948b Mark old servers as empty when we lost contact with them Error reporting Name changing (once an hour - no restrictions other than admin, garry, helk, pat git-svn-id: https://garryshomepc/svn/494876-rust_src@533 0116351e-01fd-46a3-8c09-64bf5bb0948b Report webplayer errors to WebplayerLogError instead of WebplayerLog git-svn-id: https://garryshomepc/svn/494876-rust_src@534 0116351e-01fd-46a3-8c09-64bf5bb0948b Save data to clusterid folder git-svn-id: https://garryshomepc/svn/494876-rust_src@535 0116351e-01fd-46a3-8c09-64bf5bb0948b please check this is logical Pat: Don't take damage from players if server.pvp is false git-svn-id: https://garryshomepc/svn/494876-rust_src@536 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow more data in the console git-svn-id: https://garryshomepc/svn/494876-rust_src@537 0116351e-01fd-46a3-8c09-64bf5bb0948b Set console titles appropriately git-svn-id: https://garryshomepc/svn/494876-rust_src@538 0116351e-01fd-46a3-8c09-64bf5bb0948b Webplayer error reporting git-svn-id: https://garryshomepc/svn/494876-rust_src@539 0116351e-01fd-46a3-8c09-64bf5bb0948b Store online is truly a setting now git-svn-id: https://garryshomepc/svn/494876-rust_src@540 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up the NRE from ragdolls Zombies now use the same ragdoll system ( their ragdoll is a bit goofy with eyes right now however ) Took out the bone transform management in ArmorModelRenderer Added Facepunch.Actor.BoneStructure component which generically handles bone transforms RagdollHelper now prefers the BoneStructure component for fast ragdolling. Zombies now use one skinned mesh renderer. guts of ImpactInfo ( component ) moved into ImpactEffect ( scriptable object ) since its a total nightmare to have to manage otherwise. ImpactInfo now only takes the reference to a ImpactEffect added CharacterImpactTrait which avoids the need/step of putting and copying ImpactInfos for Character objects. ( if ImpactInfo exists it has priority over the trait ) git-svn-id: https://garryshomepc/svn/494876-rust_src@541 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up the NRE from ragdolls ( hopefully gonna fix the memory issue? ) Zombies now use the same ragdoll system ( their ragdoll is a bit goofy with eyes right now however ) Took out the bone transform management in ArmorModelRenderer Added Facepunch.Actor.BoneStructure component which generically handles bone transforms RagdollHelper now prefers the BoneStructure component for fast ragdolling. Zombies now use one skinned mesh renderer. guts of ImpactInfo ( component ) moved into ImpactEffect ( scriptable object ) since its a total nightmare to have to manage otherwise. ImpactInfo now only takes the reference to a ImpactEffect added CharacterImpactTrait which avoids the need/step of putting and copying ImpactInfos for Character objects. ( if ImpactInfo exists it has priority over the trait ) git-svn-id: https://garryshomepc/svn/494876-rust_src@542 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@543 0116351e-01fd-46a3-8c09-64bf5bb0948b temporary partial fix to zombie ragdolls skinning. git-svn-id: https://garryshomepc/svn/494876-rust_src@544 0116351e-01fd-46a3-8c09-64bf5bb0948b temporary partial fix to zombie ragdolls skinning. git-svn-id: https://garryshomepc/svn/494876-rust_src@545 0116351e-01fd-46a3-8c09-64bf5bb0948b Memory leak fix. Probably. git-svn-id: https://garryshomepc/svn/494876-rust_src@546 0116351e-01fd-46a3-8c09-64bf5bb0948b adding concrete 2012 max file and the textures. There are two textures for the concrete, the normal tileable concrete (concrete 1) and the damaged/metal/miscellaneous parts (concrete 2) git-svn-id: https://garryshomepc/svn/494876-rust_src@547 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up the bear_prefab annoying and probably very bad over network error in the scene. Moved bookmarks off to EditorServerList.txt ( EU is probably wrong ) git-svn-id: https://garryshomepc/svn/494876-rust_src@548 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@549 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up the bear_prefab annoying and probably very bad over network error in the scene. Moved bookmarks off to EditorServerList.txt ( EU is probably wrong ) git-svn-id: https://garryshomepc/svn/494876-rust_src@550 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed hit indicators ( probably ) git-svn-id: https://garryshomepc/svn/494876-rust_src@551 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed hit indicators ( probably ) seems like this may fix shotgun too git-svn-id: https://garryshomepc/svn/494876-rust_src@552 0116351e-01fd-46a3-8c09-64bf5bb0948b Hopefully fixed up the stack overflow that happens sometimes on server. there were a few issues with building locally. I centralized the building process a bit. I've stuck premake4.exe in to src/tools/buildtools which is added lastly to %PATH% in the build process so that if there were a different version somewhere else it should still get preference. git-svn-id: https://garryshomepc/svn/494876-rust_src@553 0116351e-01fd-46a3-8c09-64bf5bb0948b Hopefully fixed up the stack overflow that happens sometimes on server. there were a few issues with building locally. I centralized the building process a bit. I've stuck premake4.exe in to src/tools/buildtools which is added lastly to %PATH% in the build process so that if there were a different version somewhere else it should still get preference. git-svn-id: https://garryshomepc/svn/494876-rust_src@554 0116351e-01fd-46a3-8c09-64bf5bb0948b probably should build tools for client as well as server git-svn-id: https://garryshomepc/svn/494876-rust_src@555 0116351e-01fd-46a3-8c09-64bf5bb0948b server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@556 0116351e-01fd-46a3-8c09-64bf5bb0948b adding the metal building components and textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@557 0116351e-01fd-46a3-8c09-64bf5bb0948b adding a newer version of the concrete file with lods included git-svn-id: https://garryshomepc/svn/494876-rust_src@558 0116351e-01fd-46a3-8c09-64bf5bb0948b Jazzed up the buy page git-svn-id: https://garryshomepc/svn/494876-rust_src@559 0116351e-01fd-46a3-8c09-64bf5bb0948b Torch viewmodel git-svn-id: https://garryshomepc/svn/494876-rust_src@560 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added Torch (TEMP! needs work) Added Starting rock You now start with bandages instead of medkits Added Hatchet Blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@561 0116351e-01fd-46a3-8c09-64bf5bb0948b FUck git-svn-id: https://garryshomepc/svn/494876-rust_src@562 0116351e-01fd-46a3-8c09-64bf5bb0948b f me x 2 git-svn-id: https://garryshomepc/svn/494876-rust_src@563 0116351e-01fd-46a3-8c09-64bf5bb0948b removing more stuff to line up with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@564 0116351e-01fd-46a3-8c09-64bf5bb0948b removing more stuff to line up with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@565 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some missing files removed some useless ones git-svn-id: https://garryshomepc/svn/494876-rust_src@566 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Torch (TEMP! needs work) Added Starting rock You now start with bandages instead of medkits Added Hatchet Blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@567 0116351e-01fd-46a3-8c09-64bf5bb0948b some optimization fixing of controllable to work properly ( will describe futher when i merge into trunk ) git-svn-id: https://garryshomepc/svn/494876-rust_src@568 0116351e-01fd-46a3-8c09-64bf5bb0948b got torch in proper some more optimization players save the position and rotation of the top most controllable ( to prevent people falling through the ground ) git-svn-id: https://garryshomepc/svn/494876-rust_src@569 0116351e-01fd-46a3-8c09-64bf5bb0948b got torch in proper some more optimization players save the position and rotation of the top most controllable ( to prevent people falling through the ground ) fixing of controllable to work properly death inside of a vehicle now exits the vehicle properly ( other people can enter ) vehicles can now take damage and die catamount ragdoll git-svn-id: https://garryshomepc/svn/494876-rust_src@570 0116351e-01fd-46a3-8c09-64bf5bb0948b undid aiming change to torch. maybe a fix for vehicles. git-svn-id: https://garryshomepc/svn/494876-rust_src@571 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for NRE on server git-svn-id: https://garryshomepc/svn/494876-rust_src@572 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for NRE on server undid aiming change to torch. maybe a fix for vehicles. git-svn-id: https://garryshomepc/svn/494876-rust_src@573 0116351e-01fd-46a3-8c09-64bf5bb0948b attempt at fixing the VerificationErrorWebplayerSandboxSucksAssException for car control. ( we'll see if it fixes it or not ) mouse sensitivity was also being applied wrong. i've fixed it an added .mouseDeltaX and .mouseDeltaY to GameInput which uses that. you can now turn the camera with mouse when in a car. it's somewhat smart about realigning itself. if you turn into where your looking it undoes the offset. git-svn-id: https://garryshomepc/svn/494876-rust_src@574 0116351e-01fd-46a3-8c09-64bf5bb0948b attempt at fixing the VerificationErrorWebplayerSandboxSucksAssException for car control. ( we'll see if it fixes it or not ) mouse sensitivity was also being applied wrong. i've fixed it an added .mouseDeltaX and .mouseDeltaY to GameInput which uses that. you can now turn the camera with mouse when in a car. it's somewhat smart about realigning itself. if you turn into where your looking it undoes the offset. git-svn-id: https://garryshomepc/svn/494876-rust_src@575 0116351e-01fd-46a3-8c09-64bf5bb0948b made progress but hit another verification error. hopefully this is the last. fix for server git-svn-id: https://garryshomepc/svn/494876-rust_src@576 0116351e-01fd-46a3-8c09-64bf5bb0948b made progress but hit another verification error. hopefully this is the last. fix for server git-svn-id: https://garryshomepc/svn/494876-rust_src@577 0116351e-01fd-46a3-8c09-64bf5bb0948b hatchet world model i slewed together you can use merge-svn.bat to fill out the fields in tortoise svn when you click it inside of the trunk folder it will pop up the tree merge dialog( asking you one time for your branches name [example: mine is pat] when you click it from inside of your branch it will pop up the merge revisions dialog and yea it fills out the fields to be the right values ( you still need to pick what revisions to use tho ) git-svn-id: https://garryshomepc/svn/494876-rust_src@578 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge trunk revision on branch git-svn-id: https://garryshomepc/svn/494876-rust_src@579 0116351e-01fd-46a3-8c09-64bf5bb0948b again with the verification git-svn-id: https://garryshomepc/svn/494876-rust_src@580 0116351e-01fd-46a3-8c09-64bf5bb0948b again with the verification git-svn-id: https://garryshomepc/svn/494876-rust_src@581 0116351e-01fd-46a3-8c09-64bf5bb0948b Please don't pat. Using SVN really does not require bat files. git-svn-id: https://garryshomepc/svn/494876-rust_src@582 0116351e-01fd-46a3-8c09-64bf5bb0948b Can search users by betakey git-svn-id: https://garryshomepc/svn/494876-rust_src@583 0116351e-01fd-46a3-8c09-64bf5bb0948b Made arm normals a bit sharper git-svn-id: https://garryshomepc/svn/494876-rust_src@584 0116351e-01fd-46a3-8c09-64bf5bb0948b Orders updated instantly, faster git-svn-id: https://garryshomepc/svn/494876-rust_src@585 0116351e-01fd-46a3-8c09-64bf5bb0948b Admins can change emails, send forgot password emails git-svn-id: https://garryshomepc/svn/494876-rust_src@586 0116351e-01fd-46a3-8c09-64bf5bb0948b Anisotropic filtering is forced on for upper half of quality settings Tweaked rock specular Added specular on new viewmodel arms Tweaked positioning of rock git-svn-id: https://garryshomepc/svn/494876-rust_src@587 0116351e-01fd-46a3-8c09-64bf5bb0948b Link to auction, warnings on register page git-svn-id: https://garryshomepc/svn/494876-rust_src@588 0116351e-01fd-46a3-8c09-64bf5bb0948b car now makes sounds when it runs into stuff and networks it proper. ( we'll be able to use it to apply damage from collisions server side too ) startup sound when car starts git-svn-id: https://garryshomepc/svn/494876-rust_src@589 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@590 0116351e-01fd-46a3-8c09-64bf5bb0948b Edited car textures to be a bit more gritty + sand footsteps in art folder git-svn-id: https://garryshomepc/svn/494876-rust_src@591 0116351e-01fd-46a3-8c09-64bf5bb0948b merged again git-svn-id: https://garryshomepc/svn/494876-rust_src@592 0116351e-01fd-46a3-8c09-64bf5bb0948b optimizations set default key bindings car now makes sounds when it runs into stuff and networks it proper. ( we'll be able to use it to apply damage from collisions server side too ) startup sound when car starts git-svn-id: https://garryshomepc/svn/494876-rust_src@593 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaked rock animation timing Changed stuff on car textures Tweaked Sun shafts Made FXAA work again Tweaked torch & rock viewmodels git-svn-id: https://garryshomepc/svn/494876-rust_src@594 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added Animal Fats -Most animals drop this, moreso from fatty animals like bears and boars Added Low Grade Fuel Added proper blueprint for torch torch properly destroys itself when it uses up all it's fuel git-svn-id: https://garryshomepc/svn/494876-rust_src@595 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added Animal Fats -Most animals drop this, moreso from fatty animals like bears and boars Added Low Grade Fuel Added proper blueprint for torch torch properly destroys itself when it uses up all it's fuel git-svn-id: https://garryshomepc/svn/494876-rust_src@596 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating a branch git-svn-id: https://garryshomepc/svn/494876-rust_src@597 0116351e-01fd-46a3-8c09-64bf5bb0948b Added FPGrass etc. Need to find some good settings and textures for it to look sick. Need to remove a few silly debug.logs. Need to re-enable my version of frustrum culling on the patches that no camera.main fucked up. Need to test that it's not going to fuck shit up! git-svn-id: https://garryshomepc/svn/494876-rust_src@598 0116351e-01fd-46a3-8c09-64bf5bb0948b Can we not turn the build files into the asperger's roadshow please. They're very simple. We don't need to have a command line options, we don't need to have a menu system, we don't need to have a FAILED countdown. All we need is for it to build when you run the batch file. LIKE EVERYTHING ELSE - KEEP IT AS FUCKING SIMPLE AS FUCKING POSSIBLE ___PLEASE____ git-svn-id: https://garryshomepc/svn/494876-rust_src@599 0116351e-01fd-46a3-8c09-64bf5bb0948b Receive an avatar on final connect - instead of first connect git-svn-id: https://garryshomepc/svn/494876-rust_src@600 0116351e-01fd-46a3-8c09-64bf5bb0948b Restore dir afterwards git-svn-id: https://garryshomepc/svn/494876-rust_src@601 0116351e-01fd-46a3-8c09-64bf5bb0948b viewmodel bow sources git-svn-id: https://garryshomepc/svn/494876-rust_src@602 0116351e-01fd-46a3-8c09-64bf5bb0948b bow worldmodel git-svn-id: https://garryshomepc/svn/494876-rust_src@603 0116351e-01fd-46a3-8c09-64bf5bb0948b Decay is working again Decay has a grace period of around a day, then the structure starts decaying If you do anything in the structure like open a door, light a fire etc it resets the decay grace period Deployables don't decay if they're on a structure, only when they're outside Fixed stacking sleeping bags and campfires git-svn-id: https://garryshomepc/svn/494876-rust_src@604 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@605 0116351e-01fd-46a3-8c09-64bf5bb0948b Precaution git-svn-id: https://garryshomepc/svn/494876-rust_src@606 0116351e-01fd-46a3-8c09-64bf5bb0948b adjusted the models within max, so each object is not a group but an actual object, doh! git-svn-id: https://garryshomepc/svn/494876-rust_src@607 0116351e-01fd-46a3-8c09-64bf5bb0948b v_bow sounds! git-svn-id: https://garryshomepc/svn/494876-rust_src@608 0116351e-01fd-46a3-8c09-64bf5bb0948b WOW FORGOT TO DO THIS Decay is working again Decay has a grace period of around a day, then the structure starts decaying If you do anything in the structure like open a door, light a fire etc it resets the decay grace period Deployables don't decay if they're on a structure, only when they're outside Fixed stacking sleeping bags and campfires git-svn-id: https://garryshomepc/svn/494876-rust_src@609 0116351e-01fd-46a3-8c09-64bf5bb0948b Error guards git-svn-id: https://garryshomepc/svn/494876-rust_src@610 0116351e-01fd-46a3-8c09-64bf5bb0948b Seems to be causing a crash git-svn-id: https://garryshomepc/svn/494876-rust_src@611 0116351e-01fd-46a3-8c09-64bf5bb0948b completely optimized Inventory it seems like this is the best chance we have to get the server to run faster since 50% - 70% of all things that happen in the game go through it ( and it was slow ) git-svn-id: https://garryshomepc/svn/494876-rust_src@612 0116351e-01fd-46a3-8c09-64bf5bb0948b merged some revisions git-svn-id: https://garryshomepc/svn/494876-rust_src@613 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed stuff for merge of revisions. git-svn-id: https://garryshomepc/svn/494876-rust_src@614 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't show the error crash popup, allowing for simple auto restart script git-svn-id: https://garryshomepc/svn/494876-rust_src@615 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up final issues about to merge into trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@616 0116351e-01fd-46a3-8c09-64bf5bb0948b added LoadAvatar to ServerManagement ( which is then overridden by RustServerManagement to call into the human component ) server no longer does complete assets in building ( which should reduce build time ) completely optimized Inventory it seems like this is the best chance we have to get the server to run faster since 50% - 70% of all things that happen in the game go through it ( and it was slow ) git-svn-id: https://garryshomepc/svn/494876-rust_src@617 0116351e-01fd-46a3-8c09-64bf5bb0948b people were having issues with Left not being bound. I'm guessing it could have to do with it being the first bind. So i moved horn to be the first. If thats the case then it might be that this string starts with a empty line? but ideally we'd fix the code to handle empty lines right. git-svn-id: https://garryshomepc/svn/494876-rust_src@618 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed impact sounds with metal door git-svn-id: https://garryshomepc/svn/494876-rust_src@619 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed impact sounds with metal door people were having issues with Left not being bound. I'm guessing it could have to do with it being the first bind. So i moved horn to be the first. If thats the case then it might be that this string starts with a empty line? but ideally we'd fix the code to handle empty lines right. git-svn-id: https://garryshomepc/svn/494876-rust_src@620 0116351e-01fd-46a3-8c09-64bf5bb0948b MeshBatch now outputs multiple meshes for a target when the vertex count exceeds unity's max ( of 65000 ) http://puu.sh/4t9C1.jpg having one of these structures in before caused a lot of problems for clients and slowed stuff down significantly ( beyond just them not drawing ) Fix should apply to server as well but it hasn't been tested yet. It probably should be a bit smarter about splitting regions for server. git-svn-id: https://garryshomepc/svn/494876-rust_src@621 0116351e-01fd-46a3-8c09-64bf5bb0948b removed some annoying client side logs git-svn-id: https://garryshomepc/svn/494876-rust_src@622 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed server build git-svn-id: https://garryshomepc/svn/494876-rust_src@623 0116351e-01fd-46a3-8c09-64bf5bb0948b removed a debug log git-svn-id: https://garryshomepc/svn/494876-rust_src@624 0116351e-01fd-46a3-8c09-64bf5bb0948b commit git-svn-id: https://garryshomepc/svn/494876-rust_src@625 0116351e-01fd-46a3-8c09-64bf5bb0948b mesh batch fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@626 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed death drop sacks. git-svn-id: https://garryshomepc/svn/494876-rust_src@627 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed death drop sacks. git-svn-id: https://garryshomepc/svn/494876-rust_src@628 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for death drops only generating one stack of any one item. git-svn-id: https://garryshomepc/svn/494876-rust_src@629 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for death drops only generating one stack of any one item. git-svn-id: https://garryshomepc/svn/494876-rust_src@630 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed color names showing in color fixed large lag spikes caused by many players saving at the same time fixed large amounts of garbage collection that occur after a world save ( not perfect, but it does result in saves running faster ) saved decay delay values saved take damage values ( for world saves ) had to move the server saveable interfaces off to plugins ( so takedamage and other things that originate in plugins have access to it ) vehicles now eject the owner (always) prior to death attempted to get the server to run in editor with cluster, but ultimately failed git-svn-id: https://garryshomepc/svn/494876-rust_src@631 0116351e-01fd-46a3-8c09-64bf5bb0948b More anims as requested by Helk for the bow + new sounds too git-svn-id: https://garryshomepc/svn/494876-rust_src@632 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed color names showing in color fixed large lag spikes caused by many players saving at the same time fixed large amounts of garbage collection that occur after a world save ( not perfect, but it does result in saves running faster ) saved decay delay values saved take damage values ( for world saves ) had to move the server saveable interfaces off to plugins ( so takedamage and other things that originate in plugins have access to it ) vehicles now eject the owner (always) prior to death attempted to get the server to run in editor with cluster, but ultimately failed git-svn-id: https://garryshomepc/svn/494876-rust_src@633 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for dropped inventories ( from optimized reports ) not transfering actual items ( ie: losing mod slots. ) git-svn-id: https://garryshomepc/svn/494876-rust_src@634 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for dropped inventories ( from optimized reports ) not transfering actual items ( ie: losing mod slots. ) git-svn-id: https://garryshomepc/svn/494876-rust_src@635 0116351e-01fd-46a3-8c09-64bf5bb0948b whoops, quickfix git-svn-id: https://garryshomepc/svn/494876-rust_src@636 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to decay delay not working git-svn-id: https://garryshomepc/svn/494876-rust_src@637 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to decay delay not working git-svn-id: https://garryshomepc/svn/494876-rust_src@638 0116351e-01fd-46a3-8c09-64bf5bb0948b added ui.on and ui.off ( for video people ) fixed up the nre from options git-svn-id: https://garryshomepc/svn/494876-rust_src@639 0116351e-01fd-46a3-8c09-64bf5bb0948b updated with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@640 0116351e-01fd-46a3-8c09-64bf5bb0948b derp git-svn-id: https://garryshomepc/svn/494876-rust_src@641 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Redid fire effects for campfire Campfire now has custom loot window Campfire only accepts food and puts output in appropriate slots Added Furnace to smelt ores ( and burn chicken ) Added Workbench Added Metal structures! Added Low Grade Metal Added 'Stones' Added Low Grade Metal (made at workbench.. for now ) git-svn-id: https://garryshomepc/svn/494876-rust_src@642 0116351e-01fd-46a3-8c09-64bf5bb0948b Grass is done? I think. git-svn-id: https://garryshomepc/svn/494876-rust_src@643 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge? You must now be at a workbench to use a Research kit (temp ) Added Metal Structure Blueprints (whoops) Nerfed wood Workbench restrictions should now be in place (and should cancel when you leave ) git-svn-id: https://garryshomepc/svn/494876-rust_src@644 0116351e-01fd-46a3-8c09-64bf5bb0948b Redid fire effects for campfire Campfire now has custom loot window Campfire only accepts food and puts output in appropriate slots Added Furnace to smelt ores ( and burn chicken ) Added Workbench Added Metal structures! Added Low Grade Metal Added 'Stones' Added Low Grade Metal (made at workbench.. for now ) You must now be at a workbench to use a Research kit (temp ) Added Metal Structure Blueprints (whoops) Nerfed wood Workbench restrictions should now be in place (and should cancel when you leave ) git-svn-id: https://garryshomepc/svn/494876-rust_src@645 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixes from yesterday that got undone by helk by accident. git-svn-id: https://garryshomepc/svn/494876-rust_src@646 0116351e-01fd-46a3-8c09-64bf5bb0948b temp fix to Low Quality Metal ( no longer requires work bench ) git-svn-id: https://garryshomepc/svn/494876-rust_src@647 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fixed workbench issues Made a bunch of things require a workbench to craft Made explosive charges harder to craft Metal building walls wont poke through ceilings anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@648 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed workbench issues Made a bunch of things require a workbench to craft Made explosive charges harder to craft Metal building walls wont poke through ceilings anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@649 0116351e-01fd-46a3-8c09-64bf5bb0948b Eoka pistol model & textures git-svn-id: https://garryshomepc/svn/494876-rust_src@650 0116351e-01fd-46a3-8c09-64bf5bb0948b animation timings for eoka pistol git-svn-id: https://garryshomepc/svn/494876-rust_src@651 0116351e-01fd-46a3-8c09-64bf5bb0948b v_axe converted to new arms git-svn-id: https://garryshomepc/svn/494876-rust_src@652 0116351e-01fd-46a3-8c09-64bf5bb0948b v_eoka_pistol fix git-svn-id: https://garryshomepc/svn/494876-rust_src@653 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed duping from full inventory with the split option. fixed options from throwing exceptions. fixed string variables (console) to save with quotes when they have spaces ("Match Desktop") put all parsing the console does into a seperate file. And made sure that any parsing done when it comes to console uses it. we can now use enum's as console variables/arguments. check boxes in options now work ( invert mouse ) removed some more usage of optional specifiers ( which are poorly supported as a c# standard ) removed some logging optimized console stuff in as clean and readably way as possible. Going to further document it before merging into trunk. the result is a few new files with somewhat lengthy line count, BUT we don't have code in 4 places doing the same iterating through assembly stuff anymore and overall it reduces the amount of console code elsewhere. git-svn-id: https://garryshomepc/svn/494876-rust_src@654 0116351e-01fd-46a3-8c09-64bf5bb0948b integrated trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@655 0116351e-01fd-46a3-8c09-64bf5bb0948b cleanup of consolemap git-svn-id: https://garryshomepc/svn/494876-rust_src@656 0116351e-01fd-46a3-8c09-64bf5bb0948b fixes from my branch git-svn-id: https://garryshomepc/svn/494876-rust_src@657 0116351e-01fd-46a3-8c09-64bf5bb0948b another dupe fix. -splitting is now predicted -GiveItemTo was removed ( it would attempt to stack ) -MoveItemAtSlotToEmptySlot replaces GetItemTo ( does not stack ) git-svn-id: https://garryshomepc/svn/494876-rust_src@658 0116351e-01fd-46a3-8c09-64bf5bb0948b another dupe fix. -splitting is now predicted -GiveItemTo was removed ( it would attempt to stack ) -MoveItemAtSlotToEmptySlot replaces GetItemTo ( does not stack ) git-svn-id: https://garryshomepc/svn/494876-rust_src@659 0116351e-01fd-46a3-8c09-64bf5bb0948b stacking fix for AddItemAmount git-svn-id: https://garryshomepc/svn/494876-rust_src@660 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for some things not stacking automatically. git-svn-id: https://garryshomepc/svn/494876-rust_src@661 0116351e-01fd-46a3-8c09-64bf5bb0948b changed order of skinned mesh renderer binding ( for graphics glitch ) removed logging of saved config file. git-svn-id: https://garryshomepc/svn/494876-rust_src@662 0116351e-01fd-46a3-8c09-64bf5bb0948b changed order of skinned mesh renderer binding ( for graphics glitch ) removed logging of saved config file. git-svn-id: https://garryshomepc/svn/494876-rust_src@663 0116351e-01fd-46a3-8c09-64bf5bb0948b merging... git-svn-id: https://garryshomepc/svn/494876-rust_src@664 0116351e-01fd-46a3-8c09-64bf5bb0948b ffs git-svn-id: https://garryshomepc/svn/494876-rust_src@665 0116351e-01fd-46a3-8c09-64bf5bb0948b Cluster debugging git-svn-id: https://garryshomepc/svn/494876-rust_src@666 0116351e-01fd-46a3-8c09-64bf5bb0948b Commiting FPGrass git-svn-id: https://garryshomepc/svn/494876-rust_src@667 0116351e-01fd-46a3-8c09-64bf5bb0948b Minidump writing test git-svn-id: https://garryshomepc/svn/494876-rust_src@668 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted Bill's rogue commit git-svn-id: https://garryshomepc/svn/494876-rust_src@669 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed fuckup git-svn-id: https://garryshomepc/svn/494876-rust_src@670 0116351e-01fd-46a3-8c09-64bf5bb0948b Arrow world model git-svn-id: https://garryshomepc/svn/494876-rust_src@671 0116351e-01fd-46a3-8c09-64bf5bb0948b Terrain files for rust git-svn-id: https://garryshomepc/svn/494876-rust_src@672 0116351e-01fd-46a3-8c09-64bf5bb0948b camp fire now gives 5 wood on creation fixed context menu string encoding and decoding ( extingu)sh ) git-svn-id: https://garryshomepc/svn/494876-rust_src@673 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@674 0116351e-01fd-46a3-8c09-64bf5bb0948b camp fire now gives 5 wood on creation fixed context menu string encoding and decoding ( extingu)sh ) git-svn-id: https://garryshomepc/svn/494876-rust_src@675 0116351e-01fd-46a3-8c09-64bf5bb0948b put in nstep fixes. need to test them live added the following convars save.world -- does a auto save save.avatars -- saves all avatars save.all -- saves avatars then world packet.dropms -- the allotted time difference between timestamps from clients to the server. excludes server processing time git-svn-id: https://garryshomepc/svn/494876-rust_src@676 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot these git-svn-id: https://garryshomepc/svn/494876-rust_src@677 0116351e-01fd-46a3-8c09-64bf5bb0948b put in nstep fixes. need to test them live added the following convars save.world -- does a auto save save.avatars -- saves all avatars save.all -- saves avatars then world packet.dropms -- the allotted time difference between timestamps from clients to the server. excludes server processing time git-svn-id: https://garryshomepc/svn/494876-rust_src@678 0116351e-01fd-46a3-8c09-64bf5bb0948b Quick Fix. Removes stack overflow from using non standard type in rpc. git-svn-id: https://garryshomepc/svn/494876-rust_src@679 0116351e-01fd-46a3-8c09-64bf5bb0948b Quick Fix. Removes stack overflow from using non standard type in rpc. git-svn-id: https://garryshomepc/svn/494876-rust_src@680 0116351e-01fd-46a3-8c09-64bf5bb0948b another attempt at armor glitch fix git-svn-id: https://garryshomepc/svn/494876-rust_src@681 0116351e-01fd-46a3-8c09-64bf5bb0948b another attempt at armor glitch fix git-svn-id: https://garryshomepc/svn/494876-rust_src@682 0116351e-01fd-46a3-8c09-64bf5bb0948b downmixed sounds to mono (except bow_fire as it was actually stereo) git-svn-id: https://garryshomepc/svn/494876-rust_src@683 0116351e-01fd-46a3-8c09-64bf5bb0948b made chat larger git-svn-id: https://garryshomepc/svn/494876-rust_src@684 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@685 0116351e-01fd-46a3-8c09-64bf5bb0948b made chat larger git-svn-id: https://garryshomepc/svn/494876-rust_src@686 0116351e-01fd-46a3-8c09-64bf5bb0948b hand grenade typo fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@687 0116351e-01fd-46a3-8c09-64bf5bb0948b hand grenade fix git-svn-id: https://garryshomepc/svn/494876-rust_src@688 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up physics so that theres less colliding on the server. all zone triggers and players on the server now use the zone layer. which only collides with itself and local characters. moved player client finding from server management to PlayerClient ( static ) added helpful, constantly used helpers to ConsoleSystem.Arg ConsoleSystem.Arg is now a struct. since its actually passed by ref all the time, it makes sense that it be a struct because it wont GC. Sped up string helpers, removed lots of gc from console. Works the same as before. Chat now tells you when you've messaged no one. Made a vehicles layer, vehicles use it. Vehicles that are server simulated ( idle ) are no longer affected by clients jumping on them. Added locked list, which wraps List[t] as read only, with out a bunch of garbage like AsReadOnly(). Added more vehicle commands for spawning and now ejection and removal. CCMotor now can be configured to have a maximum horizontal ( X/Z ) speed. this helps a lot with being launched. git-svn-id: https://garryshomepc/svn/494876-rust_src@689 0116351e-01fd-46a3-8c09-64bf5bb0948b Stone Axe viewmodel git-svn-id: https://garryshomepc/svn/494876-rust_src@690 0116351e-01fd-46a3-8c09-64bf5bb0948b eoka pistol fix? git-svn-id: https://garryshomepc/svn/494876-rust_src@691 0116351e-01fd-46a3-8c09-64bf5bb0948b eoka pistol fix? git-svn-id: https://garryshomepc/svn/494876-rust_src@692 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@693 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed (local) death ragdoll to not go through the ground. armor mesh renderer now does not attempt to initialize itself with the default armor set ( naked ). Instead it tries to value any armor setting before the frame after its created ( which *should* work with buffered rpcs ). This could fix up the graphical glitch, but in general its less going on and should perform better either way. removed armor logs. I have a feeling this was the main cause for the small lockup that occured [ i have a feeling any log has huge overhead now because of dfUI needing to make the text for the console, which is something i would like to fix ] git-svn-id: https://garryshomepc/svn/494876-rust_src@694 0116351e-01fd-46a3-8c09-64bf5bb0948b Calories start at 1250 Rock uses less calories per swing ( 2 instead of 5 ) Added stone hatchet, easier to craft Added bow and arrow made furnaces slightly more difficult to craft airdrops should be more randomized supply crates should take slightly longer to settle to the ground sulfur ore produces less sulfur campfires and furnaces produce less charcoal lowered pickaxe drop frequency git-svn-id: https://garryshomepc/svn/494876-rust_src@695 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing merge files git-svn-id: https://garryshomepc/svn/494876-rust_src@696 0116351e-01fd-46a3-8c09-64bf5bb0948b modified? git-svn-id: https://garryshomepc/svn/494876-rust_src@697 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@698 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge again... git-svn-id: https://garryshomepc/svn/494876-rust_src@699 0116351e-01fd-46a3-8c09-64bf5bb0948b Calories start at 1250 Rock uses less calories per swing ( 2 instead of 5 ) Added stone hatchet, easier to craft Added bow and arrow made furnaces slightly more difficult to craft airdrops should be more randomized supply crates should take slightly longer to settle to the ground sulfur ore produces less sulfur campfires and furnaces produce less charcoal lowered pickaxe drop frequency git-svn-id: https://garryshomepc/svn/494876-rust_src@700 0116351e-01fd-46a3-8c09-64bf5bb0948b undoing helks merge (pat) git-svn-id: https://garryshomepc/svn/494876-rust_src@701 0116351e-01fd-46a3-8c09-64bf5bb0948b properly merged helks branch with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@702 0116351e-01fd-46a3-8c09-64bf5bb0948b undid helk's messed up commit git-svn-id: https://garryshomepc/svn/494876-rust_src@703 0116351e-01fd-46a3-8c09-64bf5bb0948b helks proper merge into trunk. ( should have made the code compile after merging, i'll have to fix that next, on my branch ) git-svn-id: https://garryshomepc/svn/494876-rust_src@704 0116351e-01fd-46a3-8c09-64bf5bb0948b started fixing up issues with data blocks. stopping now to fix issues in helks build git-svn-id: https://garryshomepc/svn/494876-rust_src@705 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@706 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for changes not applied in merge. changed arrow damage from 100 to 75 per request. git-svn-id: https://garryshomepc/svn/494876-rust_src@707 0116351e-01fd-46a3-8c09-64bf5bb0948b fix on my end git-svn-id: https://garryshomepc/svn/494876-rust_src@708 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed physics up further. added the 'Static' layer, which does not collide with itself or default/terrain. ( only local characters, ragdolls, and vehicles ) Finally did away with the few things that modify project materials. Did away with the bounce arrow needing to be instantiated. made a bounce arrow model, instead of using the 6 game objects it needed before. Moved off bounce arrow visuals to GameGizmo and GameGizmoWaveAnimated. Was playing around with the materials for ghosts and the arrow itself. It looks better to me, not having the extremely bright solid colors everywhere. but i don't mind if you want to change it back. gonna fix up weapons to not have configurable hit layer masks and then i'll merge into trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@709 0116351e-01fd-46a3-8c09-64bf5bb0948b removed layer mask fields. git-svn-id: https://garryshomepc/svn/494876-rust_src@710 0116351e-01fd-46a3-8c09-64bf5bb0948b server fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@711 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up physics so that theres less colliding on the server. all zone triggers and players on the server now use the zone layer. which only collides with itself and local characters. moved player client finding from server management to PlayerClient ( static ) added helpful, constantly used helpers to ConsoleSystem.Arg ConsoleSystem.Arg is now a struct. since its actually passed by ref all the time, it makes sense that it be a struct because it wont GC. Sped up string helpers, removed lots of gc from console. Works the same as before. Chat now tells you when you've messaged no one. Made a vehicles layer, vehicles use it. Vehicles that are server simulated ( idle ) are no longer affected by clients jumping on them. Added locked list, which wraps List[t] as read only, with out a bunch of garbage like AsReadOnly(). Added more vehicle commands for spawning and now ejection and removal. CCMotor now can be configured to have a maximum horizontal ( X/Z ) speed. this helps a lot with being launched. fixed (local) death ragdoll to not go through the ground. armor mesh renderer now does not attempt to initialize itself with the default armor set ( naked ). Instead it tries to value any armor setting before the frame after its created ( which *should* work with buffered rpcs ). This could fix up the graphical glitch, but in general its less going on and should perform better either way. removed armor logs. I have a feeling this was the main cause for the small lockup that occured [ i have a feeling any log has huge overhead now because of dfUI needing to make the text for the console, which is something i would like to fix ] removed layer mask fields. Fixed physics up further. added the 'Static' layer, which does not collide with itself or default/terrain. ( only local characters, ragdolls, and vehicles ) Finally did away with the few things that modify project materials. Did away with the bounce arrow needing to be instantiated. made a bounce arrow model, instead of using the 6 game objects it needed before. Moved off bounce arrow visuals to GameGizmo and GameGizmoWaveAnimated. Was playing around with the materials for ghosts and the arrow itself. It looks better to me, not having the extremely bright solid colors everywhere. but i don't mind if you want to change it back. gonna fix up weapons to not have configurable hit layer masks and then i'll merge into trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@712 0116351e-01fd-46a3-8c09-64bf5bb0948b undid some stuff i merged to trunk on accident (yes you still merge this revision) git-svn-id: https://garryshomepc/svn/494876-rust_src@713 0116351e-01fd-46a3-8c09-64bf5bb0948b helk is up to date with trunk now git-svn-id: https://garryshomepc/svn/494876-rust_src@714 0116351e-01fd-46a3-8c09-64bf5bb0948b bow does melee damage now. git-svn-id: https://garryshomepc/svn/494876-rust_src@715 0116351e-01fd-46a3-8c09-64bf5bb0948b merge git-svn-id: https://garryshomepc/svn/494876-rust_src@716 0116351e-01fd-46a3-8c09-64bf5bb0948b Bugfix for view rotation git-svn-id: https://garryshomepc/svn/494876-rust_src@717 0116351e-01fd-46a3-8c09-64bf5bb0948b Bugfix for view rotation of supply planes git-svn-id: https://garryshomepc/svn/494876-rust_src@718 0116351e-01fd-46a3-8c09-64bf5bb0948b v_bow changes: wood arrow is now a different mesh object, arrow positioning changed to not interfere with the bowing of the bow git-svn-id: https://garryshomepc/svn/494876-rust_src@719 0116351e-01fd-46a3-8c09-64bf5bb0948b hatchet attack anim git-svn-id: https://garryshomepc/svn/494876-rust_src@720 0116351e-01fd-46a3-8c09-64bf5bb0948b Reduced the amount of lock-ness in the compositing idle so anims look a little less stiff git-svn-id: https://garryshomepc/svn/494876-rust_src@721 0116351e-01fd-46a3-8c09-64bf5bb0948b - item now have a transientMode enum field, which we can set to DoesNotSave, Untransferable, None ( No saving or transfers ), Full (default, saves and transfers) - Added invisible armor set. Gives you god mode basically when fully equipped and your are invisible. This is good for watching people and seeing how they interact. - Uber Hatchet, Uber Hunting Bow and invisible armor all use the new transientMode of None. Meaning they cannot be dropped, or saved. THe only way you can acquire these are from using the console, and trying to drop them results in them just deleting ( no drop ). - Added the option for barrel aiming when in zoom. The bow uses this ( only when in zoom ) so that it looks like its pointing twards the center of the screen at all times. - Fixed the debris layer ( sleeping bags, other deployabls that you can't walk on ) to be considered with shooting and melee. - Removed usage of arrow keys in InputManager, they can now be bound to walking. git-svn-id: https://garryshomepc/svn/494876-rust_src@722 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to add these git-svn-id: https://garryshomepc/svn/494876-rust_src@723 0116351e-01fd-46a3-8c09-64bf5bb0948b put in maxes new animations and fixes to the bow git-svn-id: https://garryshomepc/svn/494876-rust_src@724 0116351e-01fd-46a3-8c09-64bf5bb0948b - item now have a transientMode enum field, which we can set to DoesNotSave, Untransferable, None ( No saving or transfers ), Full (default, saves and transfers) - Added invisible armor set. Gives you god mode basically when fully equipped and your are invisible. This is good for watching people and seeing how they interact. - Uber Hatchet, Uber Hunting Bow and invisible armor all use the new transientMode of None. Meaning they cannot be dropped, or saved. THe only way you can acquire these are from using the console, and trying to drop them results in them just deleting ( no drop ). - Added the option for barrel aiming when in zoom. The bow uses this ( only when in zoom ) so that it looks like its pointing twards the center of the screen at all times. - Fixed the debris layer ( sleeping bags, other deployabls that you can't walk on ) to be considered with shooting and melee. - Removed usage of arrow keys in InputManager, they can now be bound to walking. put in maxes new animations and fixes to the bow git-svn-id: https://garryshomepc/svn/494876-rust_src@725 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to metal door git-svn-id: https://garryshomepc/svn/494876-rust_src@726 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to metal door git-svn-id: https://garryshomepc/svn/494876-rust_src@727 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to mechanical layer git-svn-id: https://garryshomepc/svn/494876-rust_src@728 0116351e-01fd-46a3-8c09-64bf5bb0948b hatchet attack ( world ) now works. git-svn-id: https://garryshomepc/svn/494876-rust_src@729 0116351e-01fd-46a3-8c09-64bf5bb0948b merged my quick fix from trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@730 0116351e-01fd-46a3-8c09-64bf5bb0948b hatchet attack ( world ) now works. git-svn-id: https://garryshomepc/svn/494876-rust_src@731 0116351e-01fd-46a3-8c09-64bf5bb0948b the hatchet swingging didnt work for remote players. this fixes it also moved off event animations to a enumeration and allowed for manual time scale play back. git-svn-id: https://garryshomepc/svn/494876-rust_src@732 0116351e-01fd-46a3-8c09-64bf5bb0948b the hatchet swingging didnt work for remote players. this fixes it also moved off event animations to a enumeration and allowed for manual time scale play back. git-svn-id: https://garryshomepc/svn/494876-rust_src@733 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to remove some logs git-svn-id: https://garryshomepc/svn/494876-rust_src@734 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to remove some logs git-svn-id: https://garryshomepc/svn/494876-rust_src@735 0116351e-01fd-46a3-8c09-64bf5bb0948b airdrop changes -if you stand under a supply drop as its landing it kills you. ( so people can't exploit and use it as a shield ) -you can't access the inventory of the airdrop until it has landed -theres a bubble wrap effect around the airdrop that disappears when it becomes lootable ( marked GTFO ) git-svn-id: https://garryshomepc/svn/494876-rust_src@736 0116351e-01fd-46a3-8c09-64bf5bb0948b airdrop changes -if you stand under a supply drop as its landing it kills you. ( so people can't exploit and use it as a shield ) -you can't access the inventory of the airdrop until it has landed -theres a bubble wrap effect around the airdrop that disappears when it becomes lootable ( marked GTFO ) git-svn-id: https://garryshomepc/svn/494876-rust_src@737 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to mark the last update supply crate sends out on landing as buffered. git-svn-id: https://garryshomepc/svn/494876-rust_src@738 0116351e-01fd-46a3-8c09-64bf5bb0948b merged my quickfix back git-svn-id: https://garryshomepc/svn/494876-rust_src@739 0116351e-01fd-46a3-8c09-64bf5bb0948b removed bubble wrap git-svn-id: https://garryshomepc/svn/494876-rust_src@740 0116351e-01fd-46a3-8c09-64bf5bb0948b no bubble wrap git-svn-id: https://garryshomepc/svn/494876-rust_src@741 0116351e-01fd-46a3-8c09-64bf5bb0948b ensured armor renderers arent ever enabled on server. git-svn-id: https://garryshomepc/svn/494876-rust_src@742 0116351e-01fd-46a3-8c09-64bf5bb0948b armor models should never display on server anymore. git-svn-id: https://garryshomepc/svn/494876-rust_src@743 0116351e-01fd-46a3-8c09-64bf5bb0948b Added in means of detecting what deployable object was from who when it comes to damage. C4 explosions from players will result in the attacker being the player who set it. ( Thus fix the main issue with the PVE server ) git-svn-id: https://garryshomepc/svn/494876-rust_src@744 0116351e-01fd-46a3-8c09-64bf5bb0948b Added in means of detecting what deployable object was from who when it comes to damage. C4 explosions from players will result in the attacker being the player who set it. ( Thus fix the main issue with the PVE server ) git-svn-id: https://garryshomepc/svn/494876-rust_src@745 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for server git-svn-id: https://garryshomepc/svn/494876-rust_src@746 0116351e-01fd-46a3-8c09-64bf5bb0948b merged quick fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@747 0116351e-01fd-46a3-8c09-64bf5bb0948b another quick fix for mods. git-svn-id: https://garryshomepc/svn/494876-rust_src@748 0116351e-01fd-46a3-8c09-64bf5bb0948b merged quick fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@749 0116351e-01fd-46a3-8c09-64bf5bb0948b we now bind local bounds per armor. armor renderers now disable before changing settings/models then renables after ( when they started as enabled ) git-svn-id: https://garryshomepc/svn/494876-rust_src@750 0116351e-01fd-46a3-8c09-64bf5bb0948b Another attempt at armor model fixing. Ragdoll armor for local player is disabled when in first person ( and dying ). git-svn-id: https://garryshomepc/svn/494876-rust_src@751 0116351e-01fd-46a3-8c09-64bf5bb0948b You now spawn crouched, this should stop people from exploiting foundations from reconnecting under something. Fixed up voice comm. Figured out it was allocating a lot of data just from its use of NetCull.connections. Also optimized the culling math up, and disabled USpeaker's unity messages when server. git-svn-id: https://garryshomepc/svn/494876-rust_src@752 0116351e-01fd-46a3-8c09-64bf5bb0948b You now spawn crouched, this should stop people from exploiting foundations from reconnecting under something. Fixed up voice comm. Figured out it was allocating a lot of data just from its use of NetCull.connections. Also optimized the culling math up, and disabled USpeaker's unity messages when server. git-svn-id: https://garryshomepc/svn/494876-rust_src@753 0116351e-01fd-46a3-8c09-64bf5bb0948b server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@754 0116351e-01fd-46a3-8c09-64bf5bb0948b quick fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@755 0116351e-01fd-46a3-8c09-64bf5bb0948b Some server fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@756 0116351e-01fd-46a3-8c09-64bf5bb0948b added inv.givearmor. which we can use to give ourselves armor sets. git-svn-id: https://garryshomepc/svn/494876-rust_src@757 0116351e-01fd-46a3-8c09-64bf5bb0948b quick fixes to invincible cars, and some other console commands. git-svn-id: https://garryshomepc/svn/494876-rust_src@758 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't let user play if they were refunded Increased strikes Warning about VAT git-svn-id: https://garryshomepc/svn/494876-rust_src@759 0116351e-01fd-46a3-8c09-64bf5bb0948b Website error fix git-svn-id: https://garryshomepc/svn/494876-rust_src@760 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't print images git-svn-id: https://garryshomepc/svn/494876-rust_src@761 0116351e-01fd-46a3-8c09-64bf5bb0948b removed developer build option temporarily for server. git-svn-id: https://garryshomepc/svn/494876-rust_src@762 0116351e-01fd-46a3-8c09-64bf5bb0948b May have fixed the foundation exploit. Needs testing. Also fixed that extremely annoying issue with light mask git-svn-id: https://garryshomepc/svn/494876-rust_src@763 0116351e-01fd-46a3-8c09-64bf5bb0948b added files git-svn-id: https://garryshomepc/svn/494876-rust_src@764 0116351e-01fd-46a3-8c09-64bf5bb0948b commented out editor bit git-svn-id: https://garryshomepc/svn/494876-rust_src@765 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@766 0116351e-01fd-46a3-8c09-64bf5bb0948b May have fixed the foundation exploit. Needs testing. Also fixed that extremely annoying issue with light mask, and joining a server while a airdop is going (constant NRE's) git-svn-id: https://garryshomepc/svn/494876-rust_src@767 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot about manual movement of players, which needed some altercations since the character collider is now a seperate object. git-svn-id: https://garryshomepc/svn/494876-rust_src@768 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot about manual movement of players, which needed some altercations since the character collider is now a separate object. git-svn-id: https://garryshomepc/svn/494876-rust_src@769 0116351e-01fd-46a3-8c09-64bf5bb0948b build files that i will test after committing. git-svn-id: https://garryshomepc/svn/494876-rust_src@770 0116351e-01fd-46a3-8c09-64bf5bb0948b cleaning up to merge git-svn-id: https://garryshomepc/svn/494876-rust_src@771 0116351e-01fd-46a3-8c09-64bf5bb0948b It's out of date and fucked up now git-svn-id: https://garryshomepc/svn/494876-rust_src@772 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating fresh branch git-svn-id: https://garryshomepc/svn/494876-rust_src@773 0116351e-01fd-46a3-8c09-64bf5bb0948b whoops git-svn-id: https://garryshomepc/svn/494876-rust_src@774 0116351e-01fd-46a3-8c09-64bf5bb0948b new branch git-svn-id: https://garryshomepc/svn/494876-rust_src@775 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam sending stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@776 0116351e-01fd-46a3-8c09-64bf5bb0948b Script mistake git-svn-id: https://garryshomepc/svn/494876-rust_src@777 0116351e-01fd-46a3-8c09-64bf5bb0948b quit when you're done git-svn-id: https://garryshomepc/svn/494876-rust_src@778 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for flipped shadows on mac git-svn-id: https://garryshomepc/svn/494876-rust_src@779 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@780 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for flipped shadows on mac i hope git-svn-id: https://garryshomepc/svn/494876-rust_src@781 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for flipped shadows on mac git-svn-id: https://garryshomepc/svn/494876-rust_src@782 0116351e-01fd-46a3-8c09-64bf5bb0948b Readded FPGrass to latest Rust version. git-svn-id: https://garryshomepc/svn/494876-rust_src@783 0116351e-01fd-46a3-8c09-64bf5bb0948b added the [Replicated] attribute inside of ConsoleSystem. The server networks the value of these variables to the client when they connect, and delta updates them when they change. Reworked timing of interpolation, added a fixed amount of ms to delay on top of the send rate ratio. all uses replication so we can tune the values during play. NetCull.sendRate is now replicated via server.sendrate. Added NetCull.sendInterval, which is 1/sendRate. And replaced occurrences of code containing 1 / NetCull.sendRate with it. git-svn-id: https://garryshomepc/svn/494876-rust_src@784 0116351e-01fd-46a3-8c09-64bf5bb0948b merged my quick fixes for mac git-svn-id: https://garryshomepc/svn/494876-rust_src@785 0116351e-01fd-46a3-8c09-64bf5bb0948b added the [Replicated] attribute inside of ConsoleSystem. The server networks the value of these variables to the client when they connect, and delta updates them when they change. Reworked timing of interpolation, added a fixed amount of ms to delay on top of the send rate ratio. all uses replication so we can tune the values during play. NetCull.sendRate is now replicated via server.sendrate. Added NetCull.sendInterval, which is 1/sendRate. And replaced occurrences of code containing 1 / NetCull.sendRate with it. git-svn-id: https://garryshomepc/svn/494876-rust_src@786 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging FPGrass... git-svn-id: https://garryshomepc/svn/494876-rust_src@787 0116351e-01fd-46a3-8c09-64bf5bb0948b another attempt at fixing armor glitch fixed barrel aim for various weapons. git-svn-id: https://garryshomepc/svn/494876-rust_src@788 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed music git-svn-id: https://garryshomepc/svn/494876-rust_src@789 0116351e-01fd-46a3-8c09-64bf5bb0948b No 64bit server thanks git-svn-id: https://garryshomepc/svn/494876-rust_src@790 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@791 0116351e-01fd-46a3-8c09-64bf5bb0948b Updating grass to be able to switch between old / new version git-svn-id: https://garryshomepc/svn/494876-rust_src@792 0116351e-01fd-46a3-8c09-64bf5bb0948b Copy uLinkPolicyServer.exe into server as part of the server build process git-svn-id: https://garryshomepc/svn/494876-rust_src@793 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot to save the file before committing git-svn-id: https://garryshomepc/svn/494876-rust_src@794 0116351e-01fd-46a3-8c09-64bf5bb0948b Run integrated cluster server in a thread Timeout on heartbeat Randomize cluster server port if hosted locally so automatically doesn't conflict crashme command crashes the server git-svn-id: https://garryshomepc/svn/494876-rust_src@795 0116351e-01fd-46a3-8c09-64bf5bb0948b adding steamworks sdk git-svn-id: https://garryshomepc/svn/494876-rust_src@796 0116351e-01fd-46a3-8c09-64bf5bb0948b Steamworks in the house (does nothing right now) git-svn-id: https://garryshomepc/svn/494876-rust_src@797 0116351e-01fd-46a3-8c09-64bf5bb0948b USpeaker no longer takes > 1 ms every frame. Changes to FPGrass - Reduced GC - Assets are stored to disk when build changes are made. ( this makes the scene bundle not massive ) - Added FPGrassLayer. -- Cameras with the FPGrassLayer on it control Culling for all FPGrassPatch's -- FPGrassPatch no longer uses LateUpdate for culling because of this. It results in a decent speed boost and less GC - Added string[] FPGrassProperty.Names.GrassProperties which contains "_GrassProperties" + j.ToString ( ). Using it instead of concatenating and int strings 32 times Resulting in far less GC per frame. - Added 'grass' console system. 'grass.on' controls grass rendering. - Redid the #if CLIENT bits so we wont get lots of errors when we switch to server. Feel free to edit my changes however you deem fit Bill. git-svn-id: https://garryshomepc/svn/494876-rust_src@798 0116351e-01fd-46a3-8c09-64bf5bb0948b Required libraries if no steam client (which there isn't on a server!) git-svn-id: https://garryshomepc/svn/494876-rust_src@799 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for building server Marked changes to USpeaker with FACEPUNCH git-svn-id: https://garryshomepc/svn/494876-rust_src@800 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@801 0116351e-01fd-46a3-8c09-64bf5bb0948b Committing before testing some optimizations git-svn-id: https://garryshomepc/svn/494876-rust_src@802 0116351e-01fd-46a3-8c09-64bf5bb0948b Randomise steam ports to easily allow multiple servers git-svn-id: https://garryshomepc/svn/494876-rust_src@803 0116351e-01fd-46a3-8c09-64bf5bb0948b HTTP query run is blocking anyway - so all these checks aren't needed git-svn-id: https://garryshomepc/svn/494876-rust_src@804 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't heartbeat server if we haven't heard from it in a while git-svn-id: https://garryshomepc/svn/494876-rust_src@805 0116351e-01fd-46a3-8c09-64bf5bb0948b merging trunk... git-svn-id: https://garryshomepc/svn/494876-rust_src@806 0116351e-01fd-46a3-8c09-64bf5bb0948b ... git-svn-id: https://garryshomepc/svn/494876-rust_src@807 0116351e-01fd-46a3-8c09-64bf5bb0948b Various fixes/optimizations git-svn-id: https://garryshomepc/svn/494876-rust_src@808 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@809 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed my custom batches, as they dont seem to work anymore. git-svn-id: https://garryshomepc/svn/494876-rust_src@810 0116351e-01fd-46a3-8c09-64bf5bb0948b another attempt at fixing armor glitch fixed barrel aim for various weapons. USpeaker no longer takes > 1 ms every frame. Changes to FPGrass - Reduced GC - Assets are stored to disk when build changes are made. ( this makes the scene bundle not massive ) - Added FPGrassLayer. -- Cameras with the FPGrassLayer on it control Culling for all FPGrassPatch's -- FPGrassPatch no longer uses LateUpdate for culling because of this. It results in a decent speed boost and less GC - Added string[] FPGrassProperty.Names.GrassProperties which contains "_GrassProperties" + j.ToString ( ). Using it instead of concatenating and int strings 32 times Resulting in far less GC per frame. - Added 'grass' console system. 'grass.on' controls grass rendering. - Redid the #if CLIENT bits so we wont get lots of errors when we switch to server. Feel free to edit my changes however you deem fit Bill. Optimized build time and sizing accuracy. Fixed up TreePack ( it had lots of unused data in it ) Fixed up a issue with ConsoleWindow that would only show up if you ever changed build target. Moved all Tags into GameConstants.cs ( similar to layers ). We now groom scenes during build. Removing things like spawners on client builds, and things like grass or renderers on server builds. Going to put some other fixes after this commit git-svn-id: https://garryshomepc/svn/494876-rust_src@811 0116351e-01fd-46a3-8c09-64bf5bb0948b Some fixes to non critical errors that come up during building. git-svn-id: https://garryshomepc/svn/494876-rust_src@812 0116351e-01fd-46a3-8c09-64bf5bb0948b Some fixes to non critical errors that come up during building. git-svn-id: https://garryshomepc/svn/494876-rust_src@813 0116351e-01fd-46a3-8c09-64bf5bb0948b FPGrass now enables / diables the default grass depending on whether it is enabled / disabled. git-svn-id: https://garryshomepc/svn/494876-rust_src@814 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted, fucked something up. git-svn-id: https://garryshomepc/svn/494876-rust_src@815 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged... Up to date with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@816 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for local player being able to see its own armor. git-svn-id: https://garryshomepc/svn/494876-rust_src@817 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for local player being able to see its own armor. git-svn-id: https://garryshomepc/svn/494876-rust_src@818 0116351e-01fd-46a3-8c09-64bf5bb0948b Committing changes on FPGrass. git-svn-id: https://garryshomepc/svn/494876-rust_src@819 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging changes back to trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@820 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk and avoiding another NRE that happens when the level is loading. Its unlikely its related to the crash AMD people are having but its good to get it gone anyways. git-svn-id: https://garryshomepc/svn/494876-rust_src@821 0116351e-01fd-46a3-8c09-64bf5bb0948b Use Steam's minidump error reporting system git-svn-id: https://garryshomepc/svn/494876-rust_src@822 0116351e-01fd-46a3-8c09-64bf5bb0948b fix attempt to grass issues. git-svn-id: https://garryshomepc/svn/494876-rust_src@823 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@824 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed fade-in removed a log attempt to fix grass issues git-svn-id: https://garryshomepc/svn/494876-rust_src@825 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged... git-svn-id: https://garryshomepc/svn/494876-rust_src@826 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam client builder git-svn-id: https://garryshomepc/svn/494876-rust_src@827 0116351e-01fd-46a3-8c09-64bf5bb0948b use correct folder git-svn-id: https://garryshomepc/svn/494876-rust_src@828 0116351e-01fd-46a3-8c09-64bf5bb0948b Basic Steamclient Functions git-svn-id: https://garryshomepc/svn/494876-rust_src@829 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam Server list git-svn-id: https://garryshomepc/svn/494876-rust_src@830 0116351e-01fd-46a3-8c09-64bf5bb0948b Load into GameUI in standalone git-svn-id: https://garryshomepc/svn/494876-rust_src@831 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated Daikon to latest git-svn-id: https://garryshomepc/svn/494876-rust_src@832 0116351e-01fd-46a3-8c09-64bf5bb0948b Daikon fixes after update git-svn-id: https://garryshomepc/svn/494876-rust_src@833 0116351e-01fd-46a3-8c09-64bf5bb0948b SteamClient Init/Shutdown/Update git-svn-id: https://garryshomepc/svn/494876-rust_src@834 0116351e-01fd-46a3-8c09-64bf5bb0948b Stone Axe w_model git-svn-id: https://garryshomepc/svn/494876-rust_src@835 0116351e-01fd-46a3-8c09-64bf5bb0948b Server version git-svn-id: https://garryshomepc/svn/494876-rust_src@836 0116351e-01fd-46a3-8c09-64bf5bb0948b Nicer close procedure - saves automatically and nicely when server is closed Added server quit command Steam client, Steam Init stuff Replaced all OnShutdownWarningComplete stuff with KickAllPlayers Replaced game.restart with server.close Client serverlist boilerplate git-svn-id: https://garryshomepc/svn/494876-rust_src@837 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed ConsoleMap/ConsoleReplication PAT: PLEASE AVOID ADDING LAYERS OF UNNEEDED COMPLICATION PAT: PLEASE DON'T OPTIMIZE THINGS UNTIL THEY NEED OPTIMIZATING PAT: PLEASE DON'T ADD 1500+ LINE FILES TO DO THINGS THAT DON'T REALLY NEED DOING PAT: PLEASE CONSIDER "DO WE REALLY NEED THIS OR AM I JUST CODING FOR THE SAKE OF CODING" Even if we really needed replication - the whole console system is made to work in plain text. You don't need to encode the console variables to try to compress them. It seems like you coded ANOTHER un-needed system for all of this here. Your time is not well spent re-coding an existing system, or adding features to an existing system unless we really desperately need this done. ONCE YOUR FILE IS GETTING BEYOND 400 LINES PLEASE CONSIDER WHETHER YOU ARE DOING THE SAME THING OR WHETHER YOU ARE CODING ANOTHER UNMAINTAINABLE MONOLITHIC SYSTEM THAT WE DON'T REALLY NEED. git-svn-id: https://garryshomepc/svn/494876-rust_src@838 0116351e-01fd-46a3-8c09-64bf5bb0948b Client building, ship steam_api.dll git-svn-id: https://garryshomepc/svn/494876-rust_src@839 0116351e-01fd-46a3-8c09-64bf5bb0948b copy steam_api.dll git-svn-id: https://garryshomepc/svn/494876-rust_src@840 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed grass and shadows grass no longer relies on mesh renderers or mesh filters. Its all drawn via Graphics.DrawMesh now which has less overhead and allows us to cull out instances manually within culling context of the camera rendering. git-svn-id: https://garryshomepc/svn/494876-rust_src@841 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@842 0116351e-01fd-46a3-8c09-64bf5bb0948b Shouldn't have left this shit in ! git-svn-id: https://garryshomepc/svn/494876-rust_src@843 0116351e-01fd-46a3-8c09-64bf5bb0948b webplayer fix git-svn-id: https://garryshomepc/svn/494876-rust_src@844 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed grass and shadows grass no longer relies on mesh renderers or mesh filters. Its all drawn via Graphics.DrawMesh now which has less overhead and allows us to cull out instances manually within culling context of the camera rendering. wireframe temporarily does not work from this. git-svn-id: https://garryshomepc/svn/494876-rust_src@845 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam server responses working git-svn-id: https://garryshomepc/svn/494876-rust_src@846 0116351e-01fd-46a3-8c09-64bf5bb0948b Wooden workbench prop git-svn-id: https://garryshomepc/svn/494876-rust_src@847 0116351e-01fd-46a3-8c09-64bf5bb0948b Sleeping pose anim git-svn-id: https://garryshomepc/svn/494876-rust_src@848 0116351e-01fd-46a3-8c09-64bf5bb0948b Server list.. partially working git-svn-id: https://garryshomepc/svn/494876-rust_src@849 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed ordering issues git-svn-id: https://garryshomepc/svn/494876-rust_src@850 0116351e-01fd-46a3-8c09-64bf5bb0948b Server list working (need to hook up "connect" command) git-svn-id: https://garryshomepc/svn/494876-rust_src@851 0116351e-01fd-46a3-8c09-64bf5bb0948b Server no longer uses the webapi.. everything is defined via command line/config files Data folder is defined via command line instead of by server/cluster id git-svn-id: https://garryshomepc/svn/494876-rust_src@852 0116351e-01fd-46a3-8c09-64bf5bb0948b When calling save.all we want to save RIGHT NOW. git-svn-id: https://garryshomepc/svn/494876-rust_src@853 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing meshes in workbench fbx git-svn-id: https://garryshomepc/svn/494876-rust_src@854 0116351e-01fd-46a3-8c09-64bf5bb0948b Sleeping players, will go into detail further when i commit to trunk. git-svn-id: https://garryshomepc/svn/494876-rust_src@855 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@856 0116351e-01fd-46a3-8c09-64bf5bb0948b someone must have been editing with notepad. git-svn-id: https://garryshomepc/svn/494876-rust_src@857 0116351e-01fd-46a3-8c09-64bf5bb0948b Missed semicolon git-svn-id: https://garryshomepc/svn/494876-rust_src@858 0116351e-01fd-46a3-8c09-64bf5bb0948b dedicated server no longer needs -serverid or -apikey git-svn-id: https://garryshomepc/svn/494876-rust_src@859 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed compile error git-svn-id: https://garryshomepc/svn/494876-rust_src@860 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed servers not being able to auth sessions git-svn-id: https://garryshomepc/svn/494876-rust_src@861 0116351e-01fd-46a3-8c09-64bf5bb0948b webplayer fix git-svn-id: https://garryshomepc/svn/494876-rust_src@862 0116351e-01fd-46a3-8c09-64bf5bb0948b Added ClientConnect - which adds net.connect <ip> * This is made to be simple while we're developing * It doesn't use the LevelLoading stuff on purpose * Will always connect to servers as 'garry' right now git-svn-id: https://garryshomepc/svn/494876-rust_src@863 0116351e-01fd-46a3-8c09-64bf5bb0948b Unconsciousness is how you spell it. Added console system steam ( on server ). you can launch server with a config file having a line: steam.public False and your server wont show up on the master server list. Took a tiny bit of time Saturday fixing some annoyances. - Exposed sizing threshold to build files. Standalone build types now target 92mb - 100mb bundles, which results in much less files. - Part of that required us being able to more accuratly size out files, thats where the very simple Facepunch.Build.Rebuild comes in. -- It sizes out larger assets ( currently, textures and sounds ) to single test bundles. -- Remembers the size of the bundle. -- Repeats the test when the MD5 of the asset is changed, or if the .meta file next to it has changed. -- Results are stored in Library/fpbcache folder and like everything else in "Library" is meant to be there to avoid doing work more than once. The results are completely in indeterminant and theres no issue with missing them. - The first build after this change will take some more time, but past the first build it will be the same speed as it was prior and generally there will be less bundles ( even for webplayer ) because determining the size of assets by their file in the project is incredibly inaccurate for most asset types. With standalone targeting 92mb to 100mb there were 6 texture bundles that sized anywhere from 25 to 50 mb which kinda defeated the point. - The reason for putting the rebuild data types in a dll is because the files used in library's need to be persistant, and its just not always possible to do that when you've got a variating dll that is packed in with everything else. - The overall change to the build process was minimal and all the caching data uses built in unity serialization so i'm happy with how its working atm. git-svn-id: https://garryshomepc/svn/494876-rust_src@864 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@865 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding -hidden to the command line will hide the server from the server list git-svn-id: https://garryshomepc/svn/494876-rust_src@866 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixes to get editor connect working. Goes through connect command garry has set up. git-svn-id: https://garryshomepc/svn/494876-rust_src@867 0116351e-01fd-46a3-8c09-64bf5bb0948b a proposition to level loading. server and client ( except webplayer ) use RustApplication.LoadLevel now. git-svn-id: https://garryshomepc/svn/494876-rust_src@868 0116351e-01fd-46a3-8c09-64bf5bb0948b anything that is a UnityEngine.MonoBehaviour or UnityEngine.ScriptableObject has to exist on all builds. Its not a problem for jenkins where i'm guessing it never switches client/server builds. But once we switch from one to the other the GUID's of everything get skewed and results in one bad build that requires a rebuild after. git-svn-id: https://garryshomepc/svn/494876-rust_src@869 0116351e-01fd-46a3-8c09-64bf5bb0948b Derp git-svn-id: https://garryshomepc/svn/494876-rust_src@870 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@871 0116351e-01fd-46a3-8c09-64bf5bb0948b Renamed RustApplication.LoadLevel to RustLevel.Load git-svn-id: https://garryshomepc/svn/494876-rust_src@872 0116351e-01fd-46a3-8c09-64bf5bb0948b disabling sleeping avatars by default, I'm going to test it out on a single server first and make sure it does not have any extreme issues before making it live everywhere else. git-svn-id: https://garryshomepc/svn/494876-rust_src@873 0116351e-01fd-46a3-8c09-64bf5bb0948b Sleeping avatars added ( currently defaults to off ) Replaces Combat Logging When you disconnect you get a unconscious player on the floor Can damage the unconscious player and when the player reconnects the damage done to the unconscious body is received When the unconscious body dies or is murdered: 1. The users avatar is loaded from disk ( or whatever Query.AvatarLoad does ) 2. If there are any inventory items saved with the avatar, a loot sack is dropped with those items 3. Only persistent ( between deaths ) messages in the avatar are then saved back (Blueprints). Which is just like dying normally. The way it all works allows for a pretty un-intrusive approach to it. There were some changes that needed to be made with the connection code for it but tried to many them as minimal as possible and inside of RustServerManagement over the plugins classes. When the player reconnects later if death occurred while they were out, its just like they are re spawning from death. if they survived the time they were out the body gets destroyed and the player re spawns on top of where it was, inheriting whatever vital changes happend while they were out. The feature can be turned off, and for now by default it is off until i can finally test it. It is set up to be able to save but currently ( on purpose ) it does not. Why is it not set up to WorldSave? When you consider what it is effectively accomplishing: - Cheaters: Make 'Combat Logging' ineffective ( people logging off to avoid conflict ) - Survival: Make people more aware of their surroundings when they disconnect - Persistent State: People are always there, even when they aren't playing. Right now we also have to consider: - Server Stability: Our servers restart a lot from crashes at the moment. - Server Restarting: Our servers restart a lot because we actively work on them (alfa) - World Save Frequency: We save pretty infrequently (good, but bad) - User Response: Are people going to like it, or feel like we are intruding on their freedom. IMO the feature is great and perfect for Rust. One thing we seem to do well most of the time is immersion, and I think immersing the player into a persistent state at all times is great. A side effect of the experience is that people get very attached. Avoiding the kumbaya feelings, we are certainly removing one of the only remaining feelings of security with this feature and my opinion on it is we should tread lightly. If anything screws up on our end, such as the servers crashing or anything that needs to restart the server ( updates ) I think the best approach would be to not spawn the bodies back. What happens when you don't spawn the bodies back? Exactly the same as how it worked prior, the user is spawned back at where they were at the last avatar save ( separate from world saves ) and their body never existed. Overall, I think by not saving bodies to world save it might be more ideal. If it were to save bodies as it is right now the following (unideal) situations could occur. 1. Server saves the world with my body in it ( as i'm disconnected ). 2. I reconnect to the server, my body is removed and i am ok. 3. I craft some armor. 4. The server saves my avatar ( which happens more frequently than world saves, as its fast and throttled ) 5. The server crashes before it does a new world save. We're talking about only ten minutes here. But.. Scenarios that would happen from this: - After the server restarts someone kills my old body, gets my inventory from whatever i had since the last avatar save ( before i can reconnect ) - I reconnect to the server, my body would be in the old position and just disappear when i spawn in at where-ever i was when the avatar save happened. - In another scenario with less time between disconnect and reconnect i could bleed out after the server restarts even though i could have bandaged myself with the avatar save. - Maybe I died after reconnecting. My body would still be there because it didn't save without my body not being there. All of the above scenarios don't have any consequence that would fuck the server up or anything but they're all kind of a pain for the user and avoidable by not world saving/restoring bodies. That all said all it takes to make bodies save is adding the ServerSave component to MaleSleeper.prefab. They are completely set up to be able to, again it just seems like it makes more sense to me to avoid it. If not just until the servers get more stable. With all considerations it still solves and adds a lot to the game. Some other design notes: - The sleeping body, when killed it is destroyed immediately. A Query to Query.LoadAvatar is sent prior and non of the item drop code ever needs to reference the sleeping body. However, the way its set up to be safe with that is by marking the user id int as busy until it has a response, during the time of query and response I've set the connection code to make sure that it waits while there is pending data like that. As to not miss modifications to the avatar by loading before the death is saved. - Bodies should never exist at the same time as a reconnecting player's character. This is to avoid item duping, and it seems wrong to have it possible. The very small window where someone could kill a body, get it to dump the loot and it would save after the players avatar would be loaded for character creation is ( as far as i can tell so far ) completely accounted for. During that tiny window, the thing that generates the loot drop is prevented from running. Meaning the body is basically invincible from the time the server goes to query avatarinfo, it disapears but does nothing and the player comes in. The window, again, is very small. - While I'm unsure and probably need to look into what happens when someone disconnects before their avatarinfo query ( when they reconnect ) responds. In the worse case someone could maybe exploit their body away. As in if someone were to kill a body exactly after AvatarLoad.Query was invoked in ServerManagement but before NetUser.OnClientReady or NetUser.OnClientReady_Failed was responded/ called back to. If the connecting player was to disconnect prior to the server receiving a response from teh query, and ultimately making their character their body would have been destroyed, and since there wouldn't be any character it wouldn't be recreated. But I have to think that I've tapped into stuff as properly as i could have, we may need to handle that properly elsewhere to fix it and it should be rare if its even a issue at all. File Descriptions: SleepingAvatar.cs - RPCs, most members, armor handling, creator ( owner ) stuff, world saving SleepingAvatar+KillQuery.cs - (ServerOnly) Everything that has to do with killing the sleeping avatar. The modifications to avatar data, OnKilled message handler. SleepingAvatar+TransientData.cs - (ServerOnly) a struct that holds information about single sleeping avatars. It is not reliant on the sleeping avatar actually existing, the data is passed between destroy/closing of sleeping avatars to reconnecting players. Stuff like vitals are saved as protobufs here and are intended to be merged ontop of incoming player data without the need to actually modify the save data before loading it ( like what happens with death ). SleepingAvatar+Registry.cs - (ServerOnly) handles binding of user id to sleeping avatars. Opens and Closes them. When you close a sleeping avatar, that is when you receive the transient data structure which you can use to merge ontop of a avatarbuilder. Some other features added that Sleeping Avatars use are: - Pose Support - Lets us automatically generate static ( non skinned ) meshes that are posed to match a animation clip. They origin at the same transform that the skinned mesh renderer would use and ends up with far less overhead this way. - These have full backwards support, meaning if you know the name of the pose, you can get the mesh for any given armor set, as well as the clip and time of clip that they were based on. ( This provides perfect static mesh -> skinned ragdoll transitions via GameObject.SampleAnimation [which does not actually require any Animation component!] ) - All we do to add more is modify import.txt ( next to the fbx files ). So we could use this to display the characters armor in the armor panel as a example. - We use Poses for unconscious bodies currently, its very hard to tell when you kill a sleeping body that it wasn't skinned originally because of how smoothly the transition to ragdoll is. And it'd be a shit load of overhead if we used skinned mesh renderers for bodies. There were some changes made to build on Saturday as well. - Can now define target bundle size thresholds in the .build files ( standalone builds target bundle sizes of 92-100mb ) - It now more accurately determines the size of problematic assets who's size in editor inside the project is fastly greater than their size when in bundles ( compressed textures, audio clips ). - The process to size the things above takes awhile to do, but I've made it cache the results after the first time a asset is included into build and only re-tests when the MD5 hash of the asset in editor differs, or if the .meta next to the asset changes. - So again, it will take more time to build the first time. Similarly to when you open the project without a Library folder, it's the only time it will take that long. ( it actually caches the results in the Library folder, so its not all that different. ) - Results in far less amount of bundle files overall, and more precisely packed with ( once you get past the first build ) the same speed as before. - These changes very minimally changed the actual build code, The majority of the simple code to control the caching of file size is off in a dll only because its safer for it to be as a change in the project could otherwise trigger a rebuild of data. the cache data can be found at Library/fpbcache and is stored the same way, and with the same built in unity serialization as Library/metadata. Also build.bat inside of Libraries ( which builds all the dlls we have made, and moves them into the project ) should work on any computer with .net 3.5 installed on it. git-svn-id: https://garryshomepc/svn/494876-rust_src@874 0116351e-01fd-46a3-8c09-64bf5bb0948b webplayer fix git-svn-id: https://garryshomepc/svn/494876-rust_src@875 0116351e-01fd-46a3-8c09-64bf5bb0948b webplayer fix git-svn-id: https://garryshomepc/svn/494876-rust_src@876 0116351e-01fd-46a3-8c09-64bf5bb0948b undid changes to librust as we have the -hidden command now ( i didn't commit my changes to trunk ) undid whitespace changes to netcull.cs git-svn-id: https://garryshomepc/svn/494876-rust_src@877 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed proto variable names, to keep things simple git-svn-id: https://garryshomepc/svn/494876-rust_src@878 0116351e-01fd-46a3-8c09-64bf5bb0948b Code formatting git-svn-id: https://garryshomepc/svn/494876-rust_src@879 0116351e-01fd-46a3-8c09-64bf5bb0948b Client fix git-svn-id: https://garryshomepc/svn/494876-rust_src@880 0116351e-01fd-46a3-8c09-64bf5bb0948b Refactoring connection stuff, cutting the crap. * I am not done yet, so this won't work, and won't make sense * I am trying to avoid having separate paths for webplayer, client and editor as much as possible * Chill Your Boots git-svn-id: https://garryshomepc/svn/494876-rust_src@881 0116351e-01fd-46a3-8c09-64bf5bb0948b Using uLink.BitStream here because it works and nothing else does :) git-svn-id: https://garryshomepc/svn/494876-rust_src@882 0116351e-01fd-46a3-8c09-64bf5bb0948b Server tweak git-svn-id: https://garryshomepc/svn/494876-rust_src@883 0116351e-01fd-46a3-8c09-64bf5bb0948b Garry is a nub git-svn-id: https://garryshomepc/svn/494876-rust_src@884 0116351e-01fd-46a3-8c09-64bf5bb0948b Userid is now unsigned 64bit - I may have missed some places where it's important - This breaks all saves Refactored client connection authentication git-svn-id: https://garryshomepc/svn/494876-rust_src@885 0116351e-01fd-46a3-8c09-64bf5bb0948b Avatar folder - 64bit Fixed client crash because of dumb marshalling git-svn-id: https://garryshomepc/svn/494876-rust_src@886 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed disconnect crash git-svn-id: https://garryshomepc/svn/494876-rust_src@887 0116351e-01fd-46a3-8c09-64bf5bb0948b Grass fixes The textures generated by grass were read/write. Theres no way to mark a generated texture as read-only ( which forbids the pixels from being on system ram ). Unsure if this is directly related to the AMD issue but with claims of people crashing out of memory from not being able to create 2048x2048 textures its likely because of the 4 2048 textures grass uses being read/wrote. I wish we could toggle it on as a option to go readonly but theres no support for it, So what i had to end up doing was saving the pixels off to TGA. So i put in TargaUtility which either creates or updating a existing .tga for a given generated texture, sets up the import settings properly, and then modified texture usage ( as little as possible ) so that when we regenerate textures it updates given tga files. The good thing about all this, besides freeing up lots of memory are GUID's wont jump anymore, and textures for grass are now managed a little stronger. But a downside is it takes a bit longer to rebuild textures. The normal map also now uses dxtnm and have accounted for that in the shader. On purpose i'm not committing the changes to the level. Grass should still work from previous configurations and simply rebuilding the textures will generate the TGA's and remove the old file references. I'm planning on merging with trunk soon so i'll apply those changes to the scene after that. git-svn-id: https://garryshomepc/svn/494876-rust_src@888 0116351e-01fd-46a3-8c09-64bf5bb0948b merged trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@889 0116351e-01fd-46a3-8c09-64bf5bb0948b rebuilt grass data with new formatting git-svn-id: https://garryshomepc/svn/494876-rust_src@890 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to get rid of this one. git-svn-id: https://garryshomepc/svn/494876-rust_src@891 0116351e-01fd-46a3-8c09-64bf5bb0948b And the rebuild meshes, which had no changes, since its only .meta files. git-svn-id: https://garryshomepc/svn/494876-rust_src@892 0116351e-01fd-46a3-8c09-64bf5bb0948b Grass fixes -- if you modified the level read below before merging. The textures generated by grass were read/write. Theres no way to mark a generated texture as read-only ( which forbids the pixels from being on system ram ). Unsure if this is directly related to the AMD issue but with claims of people crashing out of memory from not being able to create 2048x2048 textures its likely because of the 4 2048 textures grass uses being read/wrote. I wish we could toggle it on as a option to go readonly but theres no support for it, So what i had to end up doing was saving the pixels off to TGA. So i put in TargaUtility which either creates or updating a existing .tga for a given generated texture, sets up the import settings properly, and then modified texture usage ( as little as possible ) so that when we regenerate textures it updates given tga files. The good thing about all this, besides freeing up lots of memory are GUID's wont jump anymore, and textures for grass are now managed a little stronger. But a downside is it takes a bit longer to rebuild textures. The normal map also now uses dxtnm and have accounted for that in the shader. If you've modified grass settings ( not just rebuilding them ) you may want to back up or take a screen of your settings with grass prior to merging this. In the worse case you'd have to re-enter them in. Just make sure to rebuild everything grass wise ( on FPGrass ) afterwards. Alternatively you could revert the deleted files after the merge is finished, leaving only the changes to scripts made in this update. Open up the scene and rebuild everything grass related. It will upgrade it to the new format by doing so. If you did not modify grass settings, there shouldn't be a issue. There was a issue with the version that was on trunk and this fixes it. So if you see merges and you know you didn't change anything, you probably want to copy the files that were green and said merged from a up to date copy of trunk into your branch. git-svn-id: https://garryshomepc/svn/494876-rust_src@893 0116351e-01fd-46a3-8c09-64bf5bb0948b i am a doofus. git-svn-id: https://garryshomepc/svn/494876-rust_src@894 0116351e-01fd-46a3-8c09-64bf5bb0948b missed this, grass should show up now. git-svn-id: https://garryshomepc/svn/494876-rust_src@895 0116351e-01fd-46a3-8c09-64bf5bb0948b Uploading the waterpipeshotgun max file and textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@896 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading the shotgun shell with textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@897 0116351e-01fd-46a3-8c09-64bf5bb0948b Menu do-over git-svn-id: https://garryshomepc/svn/494876-rust_src@898 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot to commit these git-svn-id: https://garryshomepc/svn/494876-rust_src@899 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@900 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed pending editor events not being executed ( or removed leaving you stuck ) Minimalized loading on init scene outside of webplayer ( where its just a simple bar at the bottom ) git-svn-id: https://garryshomepc/svn/494876-rust_src@901 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed pending editor events not being executed ( or removed leaving you stuck ) Minimized loading ui on init scene outside of webplayer ( where its just a simple bar at the bottom ) git-svn-id: https://garryshomepc/svn/494876-rust_src@902 0116351e-01fd-46a3-8c09-64bf5bb0948b Rust is able to connect to a server after disconnect now. I tested by shutting the server down while being connected, restarting the server and reconnecting. It should work with NetCull.Disconnect All singleton patterns have been set up so that they can shut down. Some were moved to LevelShared, others use DestroyOnDisconnect Removed ClientExit.unity, ExitScene.cs, UIExitScene.cs. After the client gets disconnected the menu background is loaded and then the gameui. MainMenu receives ShowModalDialog( string ) with info on the disconnect, ( does not do anything with it, but put it there as a place holder if garry wants implement the ui part of it. ) With chat i've gone through and properly marked stuff as CLIENT SERVER . Which makes me think we need to do it in many other places still. I'm about to test that server is still functional, will merge to trunk after. Removed LevelClient.unity from the client build as well. Its not used git-svn-id: https://garryshomepc/svn/494876-rust_src@903 0116351e-01fd-46a3-8c09-64bf5bb0948b missed this after testing server. but.. I have to figure out what happened to player approval, after i rebuilt the server and tried to connect to it i got zero sized approval data which is weird. no logs on the console, about apparently being approved. I grabbed the server files off jenkins to make sure it was my changes, and it looks like it was because i was able to connect to my own server when using those files. Will probably be a quick fix git-svn-id: https://garryshomepc/svn/494876-rust_src@904 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't create a serverdata folder.. cuz we ain't using one. git-svn-id: https://garryshomepc/svn/494876-rust_src@905 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the server issue merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@906 0116351e-01fd-46a3-8c09-64bf5bb0948b Rust is able to connect to a server after disconnect now. I still need to add the disconnect command. I tested by shutting the server down while being connected, restarting the server and reconnecting. All singleton patterns have been set up so that they can shut down. Some were moved to LevelShared, others use DestroyOnDisconnect Removed ClientExit.unity, ExitScene.cs, UIExitScene.cs. After the client gets disconnected the menu background is loaded and then the gameui. MainMenu receives ShowModalDialog( string ) with info on the disconnect, ( does not do anything with it, but put it there as a place holder if garry wants implement the ui part of it. ) With chat i've gone through and properly marked stuff as CLIENT SERVER . Which makes me think we need to do it in many other places still. Removed LevelClient.unity from the client build as well. Its not used git-svn-id: https://garryshomepc/svn/494876-rust_src@907 0116351e-01fd-46a3-8c09-64bf5bb0948b quick fix for client git-svn-id: https://garryshomepc/svn/494876-rust_src@908 0116351e-01fd-46a3-8c09-64bf5bb0948b removed music per request from helk added the -noprint switch to Batch() which skips usage of librust to do its console magic. Its for me personally and i wont apply it to jenkins. Some reason it makes it impossible to find errors, it might be because of how it hijacks console control, but theres definitely lots of text that does not show up in the logs when it runs that does show up in the console. git-svn-id: https://garryshomepc/svn/494876-rust_src@909 0116351e-01fd-46a3-8c09-64bf5bb0948b merged my quick fix into my branch git-svn-id: https://garryshomepc/svn/494876-rust_src@910 0116351e-01fd-46a3-8c09-64bf5bb0948b added 'net.disconnect' and 'net.reconnect' which both work. git-svn-id: https://garryshomepc/svn/494876-rust_src@911 0116351e-01fd-46a3-8c09-64bf5bb0948b added 'net.disconnect' and 'net.reconnect' which both work. removed music per request from helk git-svn-id: https://garryshomepc/svn/494876-rust_src@912 0116351e-01fd-46a3-8c09-64bf5bb0948b quick fix for server. git-svn-id: https://garryshomepc/svn/494876-rust_src@913 0116351e-01fd-46a3-8c09-64bf5bb0948b waterpipe shotgun sounds git-svn-id: https://garryshomepc/svn/494876-rust_src@914 0116351e-01fd-46a3-8c09-64bf5bb0948b waterpipe shotgun viewmodel w/ animations git-svn-id: https://garryshomepc/svn/494876-rust_src@915 0116351e-01fd-46a3-8c09-64bf5bb0948b Added idle and holster anims git-svn-id: https://garryshomepc/svn/494876-rust_src@916 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed wildlife not updating. kinda a derp on my part server can run inside of editor again. The reason it wasn't working prior is reaaally weird and i wont forget it. this function here: public int Gouge ( int i, out Range a, out Range b ) { if ( Count <= 0 || Count == 1 && i == Start ) { a = b = default ( Range ); return 0; } else if( i < Start || i >= ( Start + Count ) ) { a = b = this; return 1; } else if ( i == Start ) { a = b = new Range ( Start + 1, Count - 1 ); return 1; } else if ( i == ( Start + Count - 1 ) ) { a = b = new Range ( Start, Count - 1 ); return 1; } else { a = new Range ( Start, i - Start ); b = new Range ( i + 1, Count - ( ( i - Start ) + 1 ) ); return 2; } } some reason, only when the server is being ran in editor: these lines.. a = b = default ( Range ); a = b = this; a = b = new Range ( Start + 1, Count - 1 ); a = b = new Range ( Start, Count - 1 ); cause editor to crash completely. I'm assuming the reason to this is, a and b are both out parameters. the crash was a access violation to C0000005 ( writing null ). and caused from a mono function. when i'm doing a = b = value a and b are uninitialized, that shouldn't matter.. but if i seperately do a = default( Range ); b = default ( Range ); or a = this; b = this; the crash does not occur. At anyrate i changed/fixed it. I just thought it was interesting since its definitly a mono issue, and there should be nothing wrong with it originally as it compiled. git-svn-id: https://garryshomepc/svn/494876-rust_src@917 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@918 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed wildlife updating fixed server not being able to launch in editor when connecting through the editor menu, the step to load the main menu is now skipped. git-svn-id: https://garryshomepc/svn/494876-rust_src@919 0116351e-01fd-46a3-8c09-64bf5bb0948b added server.timesrc "Time measurement source (0=stopwatch, 1=tickcount, 2=datetime)" git-svn-id: https://garryshomepc/svn/494876-rust_src@920 0116351e-01fd-46a3-8c09-64bf5bb0948b Optimization pass: Rock set baked down to single 4096x4096 UV sheet + vorbis version of waterpipe shotgun sounds git-svn-id: https://garryshomepc/svn/494876-rust_src@921 0116351e-01fd-46a3-8c09-64bf5bb0948b WM Source for Rust Island git-svn-id: https://garryshomepc/svn/494876-rust_src@922 0116351e-01fd-46a3-8c09-64bf5bb0948b Unpatted input system - This was meant to be simple - Keep it simple - This axis system is OVERKILL - Vehicles should use normal movement controls - But that doesn't matter because we don't have them yet - So don't bother coding these systems for them - Please prove performance issues before adding optimizations - and talk to me BEFORE you do anything. - 1250+ less lines! git-svn-id: https://garryshomepc/svn/494876-rust_src@923 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaned code git-svn-id: https://garryshomepc/svn/494876-rust_src@924 0116351e-01fd-46a3-8c09-64bf5bb0948b Sleeping Avatar is on by default Fixed HumanController error git-svn-id: https://garryshomepc/svn/494876-rust_src@925 0116351e-01fd-46a3-8c09-64bf5bb0948b No MenuBackground on webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@926 0116351e-01fd-46a3-8c09-64bf5bb0948b -Simplified level loading. We'll now use RustLevel.Load for all changing of levels. So to go to main menu, its RustLevel.Load( "MenuBackground" ) just like it would be to load up a level to play on. -Web player no longer jumps to main menu at any time. -On standalone clients, ClientConnect now checks forwards off to the same function that gets sent text about disconnection notices when connection cannot take place or approval denied. -Added SceneInfo which is a simple data type class we will stick next to scene (.unity) files. To access or create it you just select Editor/Select Scene Info while the editor has given scene open. At the moment it's job is plainly to make tree levels no longer a requirement. It's fields are simply name of scene file, optional string array of (shared) levels to load on top of it, and then optionally a title for said map. We can expand on this to insert things like thumbnails or whatever as we add more levels. ==Saturday cleaning and Editor related fixes: -Removed a vast majority of the log messages when the game starts up. -Fixed (most) of errors that pop up every time the game starts. Stuff like missing scripts, or duplicate names in bundles. -Centralized routine based operations to Facepunch.Utility.dll ( AutoRoutine ). Which will replace all occurrences of scripts having large parts of their contents dealing with creation of game objects. It also allows us to install callbacks in for when any kind of similar operation is finished. Checking if( !AutoRoutine.Idle ) is basically a good away of determining if theres any load procedure running. -Editor now loads and connects much faster. Also skips the load to main menu when ran through connect menu. Also, i didn't finish yet but maybe some other weekend we'll have a one click solution to quickly test every build target for compile errors. Which currently is pretty painful to test and most of the time results in just waiting on jenkins to tell you. git-svn-id: https://garryshomepc/svn/494876-rust_src@927 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@928 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't send disconnect/connect messages in chat Server list scrolling works Server list clipping works git-svn-id: https://garryshomepc/svn/494876-rust_src@929 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge.. wow git-svn-id: https://garryshomepc/svn/494876-rust_src@930 0116351e-01fd-46a3-8c09-64bf5bb0948b Added sleepers.loglevel . Set to 3 to get all logs. This should probably be reverted once we determine the freeze issue. git-svn-id: https://garryshomepc/svn/494876-rust_src@931 0116351e-01fd-46a3-8c09-64bf5bb0948b Made FPGrass able to be turned off in scene view per request from helk. git-svn-id: https://garryshomepc/svn/494876-rust_src@932 0116351e-01fd-46a3-8c09-64bf5bb0948b removed unfinished things from AuthorSuite git-svn-id: https://garryshomepc/svn/494876-rust_src@933 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Music Added rock models -Detail shader included! Updated terrain rock texture Updated terrain with different trees Added RockPlacement tool! -Currently has no editor but iterates the map and checks splatmaps for a rock texture, when found generates a rock model based on slope/height etc -Does its best not to overlap rocks -Can merge rocks into 250x250m groups and save to disk -obj support is wonky as it messes up pivots, so currently saves as a .asset -They are currently set to the CULL500 Layer which uses layer culling and performs much better than LOD'ing git-svn-id: https://garryshomepc/svn/494876-rust_src@934 0116351e-01fd-46a3-8c09-64bf5bb0948b Added HandCannon pistol and corresponding ammunition git-svn-id: https://garryshomepc/svn/494876-rust_src@935 0116351e-01fd-46a3-8c09-64bf5bb0948b New Map with splats, normals, rocks, trees, etc -Doesn't work with the custom shader though yet lolz git-svn-id: https://garryshomepc/svn/494876-rust_src@936 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with non uniform tree scaling Default blueprints added Arrow Retrival (buggy, they fly up in random directions) Poisoning in your metabolism ( you start throwing up and lose food as well as health ) Fixed bug with deployables decaying faster on metal structures fixed 'number of bind poses' fps drop with zombies Updated workbench model to a nicer one Fixed hostile wildlife not performing an altitude check git-svn-id: https://garryshomepc/svn/494876-rust_src@937 0116351e-01fd-46a3-8c09-64bf5bb0948b put build back to client git-svn-id: https://garryshomepc/svn/494876-rust_src@938 0116351e-01fd-46a3-8c09-64bf5bb0948b merged with trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@939 0116351e-01fd-46a3-8c09-64bf5bb0948b merged my branch -Removed unfinished things from AuthorSuite -Simplified level loading. We'll now use RustLevel.Load for all changing of levels. So to go to main menu, its RustLevel.Load( "MenuBackground" ) just like it would be to load up a level to play on. -Web player no longer jumps to main menu at any time. -On standalone clients, ClientConnect now checks forwards off to the same function that gets sent text about disconnection notices when connection cannot take place or approval denied. -Added SceneInfo which is a simple data type class we will stick next to scene (.unity) files. To access or create it you just select Editor/Select Scene Info while the editor has given scene open. At the moment it's job is plainly to make tree levels no longer a requirement. It's fields are simply name of scene file, optional string array of (shared) levels to load on top of it, and then optionally a title for said map. We can expand on this to insert things like thumbnails or whatever as we add more levels. ==Saturday cleaning and Editor related fixes: -Removed a vast majority of the log messages when the game starts up. -Fixed (most) of errors that pop up every time the game starts. Stuff like missing scripts, or duplicate names in bundles. -Centralized routine based operations to Facepunch.Utility.dll ( AutoRoutine ). Which will replace all occurrences of scripts having large parts of their contents dealing with creation of game objects. It also allows us to install callbacks in for when any kind of similar operation is finished. Checking if( !AutoRoutine.Idle ) is basically a good away of determining if theres any load procedure running. -Editor now loads and connects much faster. Also skips the load to main menu when ran through connect menu. Also, i didn't finish yet but maybe some other weekend we'll have a one click solution to quickly test every build target for compile errors. Which currently is pretty painful to test and most of the time results in just waiting on jenkins to tell you. git-svn-id: https://garryshomepc/svn/494876-rust_src@940 0116351e-01fd-46a3-8c09-64bf5bb0948b webplayer fix, i think? git-svn-id: https://garryshomepc/svn/494876-rust_src@941 0116351e-01fd-46a3-8c09-64bf5bb0948b merged quick fix to webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@942 0116351e-01fd-46a3-8c09-64bf5bb0948b undid some jitter fixes for terrain that involved baked constants for helk's new level. git-svn-id: https://garryshomepc/svn/494876-rust_src@943 0116351e-01fd-46a3-8c09-64bf5bb0948b Moving different functions of inventory off to multiple files brings the line count to 1153 ( still with lots of comments ) git-svn-id: https://garryshomepc/svn/494876-rust_src@944 0116351e-01fd-46a3-8c09-64bf5bb0948b Chunked Chat. Nested Types moved to their own files along with Client/Server sides git-svn-id: https://garryshomepc/svn/494876-rust_src@945 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Undid an arrow change that would break the game Added some collision models git-svn-id: https://garryshomepc/svn/494876-rust_src@946 0116351e-01fd-46a3-8c09-64bf5bb0948b First pass at parting out HumanController. Theres still 2 or more pieces of functionality to relocate ( inventory interaction, health/bleeding ) I nested InputSample which is specific to HumanController inside of it. Thats why you see all the modifications to datablocks and items. We should put in a input sample type relative to items probably. I will go through and comment stuff better once its all parted git-svn-id: https://garryshomepc/svn/494876-rust_src@947 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@948 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Music Added rock models -Detail shader included! Updated terrain rock texture Updated terrain with different trees Added RockPlacement tool! -Currently has no editor but iterates the map and checks splatmaps for a rock texture, when found generates a rock model based on slope/height etc -Does its best not to overlap rocks -Can merge rocks into 250x250m groups and save to disk -obj support is wonky as it messes up pivots, so currently saves as a .asset -They are currently set to the CULL500 Layer which uses layer culling and performs much better than LOD'ing Fixed bug with non uniform tree scaling Default blueprints added Arrow Retrival (buggy, they fly up in random directions) Poisoning in your metabolism ( you start throwing up and lose food as well as health ) Fixed bug with deployables decaying faster on metal structures fixed 'number of bind poses' fps drop with zombies Updated workbench model to a nicer one Fixed hostile wildlife not performing an altitude check Undid an arrow change that would break the game git-svn-id: https://garryshomepc/svn/494876-rust_src@949 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fix for strike gun compile issues git-svn-id: https://garryshomepc/svn/494876-rust_src@950 0116351e-01fd-46a3-8c09-64bf5bb0948b Renamed shells Added HandCannon icon Fixed HandCannon not showing ammo Added Pipe Shotgun git-svn-id: https://garryshomepc/svn/494876-rust_src@951 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing file git-svn-id: https://garryshomepc/svn/494876-rust_src@952 0116351e-01fd-46a3-8c09-64bf5bb0948b Renamed shells Added HandCannon icon Fixed HandCannon not showing ammo Added Pipe Shotgun Compile fix git-svn-id: https://garryshomepc/svn/494876-rust_src@953 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed build issue with steam client took some simple steps to make building much faster temporarily. takes about 6-7 minutes for me currently. everything but webplayer no longer generates scene bundles and determining file size for non texture, audio, gameobject or scriptable object assets now uses the meta folder. ignoring *.userprefs in the src folder git-svn-id: https://garryshomepc/svn/494876-rust_src@954 0116351e-01fd-46a3-8c09-64bf5bb0948b Added command line vars -ip (to define server ip) -queryport (to define steam query port (else uses random)) -steamport (to define steam port (else uses random)) Removed server output chit chat Added extra delay to server close Undid pattification of tool building bat No longer building clusterserver.exe (not needed yet) Unpattified ServerSaveManager Added save history to server saves - to aid recovery of big mistakes Added exception handling to LibRust query callback When setting a console value - don't echo it back git-svn-id: https://garryshomepc/svn/494876-rust_src@955 0116351e-01fd-46a3-8c09-64bf5bb0948b Didn't commit properly ! git-svn-id: https://garryshomepc/svn/494876-rust_src@956 0116351e-01fd-46a3-8c09-64bf5bb0948b More unneeded server output git-svn-id: https://garryshomepc/svn/494876-rust_src@957 0116351e-01fd-46a3-8c09-64bf5bb0948b no linux at the moment git-svn-id: https://garryshomepc/svn/494876-rust_src@958 0116351e-01fd-46a3-8c09-64bf5bb0948b Debug code for -ip git-svn-id: https://garryshomepc/svn/494876-rust_src@959 0116351e-01fd-46a3-8c09-64bf5bb0948b reverting changes that broke webplayer git-svn-id: https://garryshomepc/svn/494876-rust_src@960 0116351e-01fd-46a3-8c09-64bf5bb0948b Not interested in using custom level loading functions when the standard level loading functions work fine. Show unresponsive servers in the server browser git-svn-id: https://garryshomepc/svn/494876-rust_src@961 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed the two log issues with context git-svn-id: https://garryshomepc/svn/494876-rust_src@962 0116351e-01fd-46a3-8c09-64bf5bb0948b removed unused projects git-svn-id: https://garryshomepc/svn/494876-rust_src@963 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk merge Fixed missing blueprints Added Viewmodel for Pipe Shotgun (Whoops!) Rebalanced crafting requirements for weapons Changed how rocks are calculated (better placement) Updated ground textures for terrain Matched rock terrain texture to rock model texture Updated grass to look much nicer and fade out much nicer git-svn-id: https://garryshomepc/svn/494876-rust_src@964 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@965 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk MergeTrunk merge Fixed missing blueprints Added Viewmodel for Pipe Shotgun (Whoops!) Rebalanced crafting requirements for weapons Changed how rocks are calculated (better placement) Updated ground textures for terrain Matched rock terrain texture to rock model texture Updated grass to look much nicer and fade out much nicer git-svn-id: https://garryshomepc/svn/494876-rust_src@966 0116351e-01fd-46a3-8c09-64bf5bb0948b Guessing that this is why servers can't start up. git-svn-id: https://garryshomepc/svn/494876-rust_src@967 0116351e-01fd-46a3-8c09-64bf5bb0948b built tree colliders for the new level. git-svn-id: https://garryshomepc/svn/494876-rust_src@968 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading the waterpipe_shotgun_lod.max git-svn-id: https://garryshomepc/svn/494876-rust_src@969 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed saves not saving unless a save had been saved git-svn-id: https://garryshomepc/svn/494876-rust_src@970 0116351e-01fd-46a3-8c09-64bf5bb0948b Incrementing version git-svn-id: https://garryshomepc/svn/494876-rust_src@971 0116351e-01fd-46a3-8c09-64bf5bb0948b defaulting sleepers log level to 5 git-svn-id: https://garryshomepc/svn/494876-rust_src@972 0116351e-01fd-46a3-8c09-64bf5bb0948b more decoupling of human controller. not yet done, but after testing it all this seems to be in order so far. When we go to add new default blueprints or items we now do it in Rust/Player/Default Loadout.asset ( in inspector ) Got rid of GameVersion We should be able to apply most of these things to zombies now too, and reduce the lines of code there. I really think we should get rid of CraftableInvetory and put it in a seperate class having nothing to do with inventory, PlayerInventory is getting cluttered with features too Want to move armor stuff out of inventory too, and move it over to EquipmentWearer.cs Still need to go in and comment things ( and in some areas, understand what the point of some fields were / remove fields that have no point ) git-svn-id: https://garryshomepc/svn/494876-rust_src@973 0116351e-01fd-46a3-8c09-64bf5bb0948b Default query port to port + 1 git-svn-id: https://garryshomepc/svn/494876-rust_src@974 0116351e-01fd-46a3-8c09-64bf5bb0948b Really should not throw exceptions git-svn-id: https://garryshomepc/svn/494876-rust_src@975 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't reload the UI every time, leave it open git-svn-id: https://garryshomepc/svn/494876-rust_src@976 0116351e-01fd-46a3-8c09-64bf5bb0948b SIMPLE loading screen (PLEASE KEEP IT THAT WAY) git-svn-id: https://garryshomepc/svn/494876-rust_src@977 0116351e-01fd-46a3-8c09-64bf5bb0948b quit means quit git-svn-id: https://garryshomepc/svn/494876-rust_src@978 0116351e-01fd-46a3-8c09-64bf5bb0948b removed ancient gui code that was no longer in use. ( besides one utility function that was moved to the one place that used it ) removed Assets/NaturePrefabs folder as its no longer in use. git-svn-id: https://garryshomepc/svn/494876-rust_src@979 0116351e-01fd-46a3-8c09-64bf5bb0948b added Rust/Unhide Tree Stuff command at top of unity. git-svn-id: https://garryshomepc/svn/494876-rust_src@980 0116351e-01fd-46a3-8c09-64bf5bb0948b undid git-svn-id: https://garryshomepc/svn/494876-rust_src@981 0116351e-01fd-46a3-8c09-64bf5bb0948b PAT: Please check this path code - I'm guessing git-svn-id: https://garryshomepc/svn/494876-rust_src@982 0116351e-01fd-46a3-8c09-64bf5bb0948b Builder fix from pat git-svn-id: https://garryshomepc/svn/494876-rust_src@983 0116351e-01fd-46a3-8c09-64bf5bb0948b about to get back on my branch instead of working in trunk. moved meshbatch to dll awhile back, but not using it yet because i don't want to have to deal with security sand box issues that may pop up. once we switch to standalone we'll have no issues with it, and it'll be much nicer to work with. git-svn-id: https://garryshomepc/svn/494876-rust_src@984 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't forget to add the actual level :) git-svn-id: https://garryshomepc/svn/494876-rust_src@985 0116351e-01fd-46a3-8c09-64bf5bb0948b Doing partial commits up to merged trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@986 0116351e-01fd-46a3-8c09-64bf5bb0948b Escape to menu logic was Backwards here git-svn-id: https://garryshomepc/svn/494876-rust_src@987 0116351e-01fd-46a3-8c09-64bf5bb0948b Doing partial commits up to merged trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@988 0116351e-01fd-46a3-8c09-64bf5bb0948b Doing partial commits up to merged trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@989 0116351e-01fd-46a3-8c09-64bf5bb0948b Doing partial commits up to merged trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@990 0116351e-01fd-46a3-8c09-64bf5bb0948b Final commit to merge back to trunk ( tortoise was having mad issues ) git-svn-id: https://garryshomepc/svn/494876-rust_src@991 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated our dll's to use 4.2.2 assemblies. git-svn-id: https://garryshomepc/svn/494876-rust_src@992 0116351e-01fd-46a3-8c09-64bf5bb0948b upgraded to 4.2.2 git-svn-id: https://garryshomepc/svn/494876-rust_src@993 0116351e-01fd-46a3-8c09-64bf5bb0948b merged trunk again git-svn-id: https://garryshomepc/svn/494876-rust_src@994 0116351e-01fd-46a3-8c09-64bf5bb0948b upgraded to 4.2.2 unsure what unity did with terrain assets when updating, but hopefully fixes trees? got my branch merged libraries now reference the newest unity assemblies ( they're still backwards compatible as with every update of unity ) moved meshbatch to dll awhile back, but not using it yet because i don't want to have to deal with security sand box issues that may pop up. once we switch to standalone we'll have no issues with it, and it'll be much nicer to work with. git-svn-id: https://garryshomepc/svn/494876-rust_src@995 0116351e-01fd-46a3-8c09-64bf5bb0948b Decoupled TreeUnpack from LevelLoading, Keeping It Simple (might not work) git-svn-id: https://garryshomepc/svn/494876-rust_src@996 0116351e-01fd-46a3-8c09-64bf5bb0948b set up shader settings ( GraphicalSettings.asset ) added some control over the hacks we do to get past (hopefully) old issues with unity. git-svn-id: https://garryshomepc/svn/494876-rust_src@997 0116351e-01fd-46a3-8c09-64bf5bb0948b merged witht runk git-svn-id: https://garryshomepc/svn/494876-rust_src@998 0116351e-01fd-46a3-8c09-64bf5bb0948b set up shader settings ( GraphicalSettings.asset ) added some control over the hacks we do to get past (hopefully) old issues with unity. git-svn-id: https://garryshomepc/svn/494876-rust_src@999 0116351e-01fd-46a3-8c09-64bf5bb0948b fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1000 0116351e-01fd-46a3-8c09-64bf5bb0948b Deleted LevelLoading, SceneInfo, AdditiveSceneInfo Level Loading is now all done in RustLevel (should be easier to read and debug) Tree Collision loading isn't waited on yet (but should all get built eventually?) Loading screen has a progress bar for level loads GUI now closes properly on level load finished git-svn-id: https://garryshomepc/svn/494876-rust_src@1001 0116351e-01fd-46a3-8c09-64bf5bb0948b the fix didn't work, doing a sanity test by having client builds use scene bundles again. git-svn-id: https://garryshomepc/svn/494876-rust_src@1002 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed all the cheat reporting stuff - because we're going to be using VAC git-svn-id: https://garryshomepc/svn/494876-rust_src@1003 0116351e-01fd-46a3-8c09-64bf5bb0948b Renamed ClientEnable to HUDEnabled git-svn-id: https://garryshomepc/svn/494876-rust_src@1004 0116351e-01fd-46a3-8c09-64bf5bb0948b osx building script git-svn-id: https://garryshomepc/svn/494876-rust_src@1005 0116351e-01fd-46a3-8c09-64bf5bb0948b create osx folder if not exist git-svn-id: https://garryshomepc/svn/494876-rust_src@1006 0116351e-01fd-46a3-8c09-64bf5bb0948b Silly mistake ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1007 0116351e-01fd-46a3-8c09-64bf5bb0948b No anti-cheat init git-svn-id: https://garryshomepc/svn/494876-rust_src@1008 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed main camera not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1009 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed camera. Problem was someone changed the skybox camera's clear flags to depth only. SoldierCamera should never be enabled. The camera there has its settings copied off. git-svn-id: https://garryshomepc/svn/494876-rust_src@1010 0116351e-01fd-46a3-8c09-64bf5bb0948b Set up barrel aiming on torch, makes it not go through colliders. Still goes through if sprinting, but i'm gonna add the option to apply barrel aiming while sprinting to fix that git-svn-id: https://garryshomepc/svn/494876-rust_src@1011 0116351e-01fd-46a3-8c09-64bf5bb0948b Spiky wood barricade as requested by Helk git-svn-id: https://garryshomepc/svn/494876-rust_src@1012 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam Auth/VAC functions git-svn-id: https://garryshomepc/svn/494876-rust_src@1013 0116351e-01fd-46a3-8c09-64bf5bb0948b Proper Steam Auth! git-svn-id: https://garryshomepc/svn/494876-rust_src@1014 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added RCON admin capabilities. When launching your server add -rcon.password password and to log in use the command rcon.login password Fixed being able to melee people through walls when they were pressed up against them Added Pipe Shotgun and HandCannon world models Lowered pipe shotgun's ridiculous damage Removed Actor.Cam from builds ( only works in editor now ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1015 0116351e-01fd-46a3-8c09-64bf5bb0948b Art assets git-svn-id: https://garryshomepc/svn/494876-rust_src@1016 0116351e-01fd-46a3-8c09-64bf5bb0948b Wow Derp, Forgot to commit after merged! Added RCON admin capabilities. When launching your server add -rcon.password password and to log in use the command rcon.login password Fixed being able to melee people through walls when they were pressed up against them Added Pipe Shotgun and HandCannon world models Lowered pipe shotgun's ridiculous damage Removed Actor.Cam from builds ( only works in editor now ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1017 0116351e-01fd-46a3-8c09-64bf5bb0948b Reconfiguring tools, for easier cross platform compiling git-svn-id: https://garryshomepc/svn/494876-rust_src@1018 0116351e-01fd-46a3-8c09-64bf5bb0948b calling newly named file git-svn-id: https://garryshomepc/svn/494876-rust_src@1019 0116351e-01fd-46a3-8c09-64bf5bb0948b renaming, used on linux too git-svn-id: https://garryshomepc/svn/494876-rust_src@1020 0116351e-01fd-46a3-8c09-64bf5bb0948b windows protobuf library building git-svn-id: https://garryshomepc/svn/494876-rust_src@1021 0116351e-01fd-46a3-8c09-64bf5bb0948b Generate proto source to a shared folder, to be copied over by platforms git-svn-id: https://garryshomepc/svn/494876-rust_src@1022 0116351e-01fd-46a3-8c09-64bf5bb0948b correct protobuf path for cpp git-svn-id: https://garryshomepc/svn/494876-rust_src@1023 0116351e-01fd-46a3-8c09-64bf5bb0948b correct protobuf path for cpp git-svn-id: https://garryshomepc/svn/494876-rust_src@1024 0116351e-01fd-46a3-8c09-64bf5bb0948b making build_posix32.sh executable git-svn-id: https://garryshomepc/svn/494876-rust_src@1025 0116351e-01fd-46a3-8c09-64bf5bb0948b EOl to posix style git-svn-id: https://garryshomepc/svn/494876-rust_src@1026 0116351e-01fd-46a3-8c09-64bf5bb0948b no windows.h in posix ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1027 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1028 0116351e-01fd-46a3-8c09-64bf5bb0948b posix fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1029 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1030 0116351e-01fd-46a3-8c09-64bf5bb0948b This might fix posix, or it might break everything git-svn-id: https://garryshomepc/svn/494876-rust_src@1031 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1032 0116351e-01fd-46a3-8c09-64bf5bb0948b Fuck macros. Here's a real fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@1033 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1034 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1035 0116351e-01fd-46a3-8c09-64bf5bb0948b posix, dumb macro fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1036 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1037 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1038 0116351e-01fd-46a3-8c09-64bf5bb0948b Posix namespace fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1039 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1040 0116351e-01fd-46a3-8c09-64bf5bb0948b posix path fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1041 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1042 0116351e-01fd-46a3-8c09-64bf5bb0948b steam api linux git-svn-id: https://garryshomepc/svn/494876-rust_src@1043 0116351e-01fd-46a3-8c09-64bf5bb0948b linux/osx steam redist paths git-svn-id: https://garryshomepc/svn/494876-rust_src@1044 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1045 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1046 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Build fail fix regarding actor.cam git-svn-id: https://garryshomepc/svn/494876-rust_src@1047 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1048 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed compile issue Changed physics timing back to normal git-svn-id: https://garryshomepc/svn/494876-rust_src@1049 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for bundle paths with rust on non windows git-svn-id: https://garryshomepc/svn/494876-rust_src@1050 0116351e-01fd-46a3-8c09-64bf5bb0948b build protobuf git-svn-id: https://garryshomepc/svn/494876-rust_src@1051 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1052 0116351e-01fd-46a3-8c09-64bf5bb0948b executable git-svn-id: https://garryshomepc/svn/494876-rust_src@1053 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1054 0116351e-01fd-46a3-8c09-64bf5bb0948b update for tools building git-svn-id: https://garryshomepc/svn/494876-rust_src@1055 0116351e-01fd-46a3-8c09-64bf5bb0948b [options] invert y seems to always be checked fixed git-svn-id: https://garryshomepc/svn/494876-rust_src@1056 0116351e-01fd-46a3-8c09-64bf5bb0948b don't try to build protolib, we will have it built and ready on the build servers git-svn-id: https://garryshomepc/svn/494876-rust_src@1057 0116351e-01fd-46a3-8c09-64bf5bb0948b The missing protobuffer stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@1058 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1059 0116351e-01fd-46a3-8c09-64bf5bb0948b Stupid echo git-svn-id: https://garryshomepc/svn/494876-rust_src@1060 0116351e-01fd-46a3-8c09-64bf5bb0948b osx git-svn-id: https://garryshomepc/svn/494876-rust_src@1061 0116351e-01fd-46a3-8c09-64bf5bb0948b linux git-svn-id: https://garryshomepc/svn/494876-rust_src@1062 0116351e-01fd-46a3-8c09-64bf5bb0948b posix fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1063 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1064 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1065 0116351e-01fd-46a3-8c09-64bf5bb0948b osx fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1066 0116351e-01fd-46a3-8c09-64bf5bb0948b osx git-svn-id: https://garryshomepc/svn/494876-rust_src@1067 0116351e-01fd-46a3-8c09-64bf5bb0948b osx git-svn-id: https://garryshomepc/svn/494876-rust_src@1068 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1069 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1070 0116351e-01fd-46a3-8c09-64bf5bb0948b Rename the dlls when copying over git-svn-id: https://garryshomepc/svn/494876-rust_src@1071 0116351e-01fd-46a3-8c09-64bf5bb0948b This should never get committed(!!) Run build_tools to copy it over. git-svn-id: https://garryshomepc/svn/494876-rust_src@1072 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed build_tools git-svn-id: https://garryshomepc/svn/494876-rust_src@1073 0116351e-01fd-46a3-8c09-64bf5bb0948b OSX build fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1074 0116351e-01fd-46a3-8c09-64bf5bb0948b Serialization BULLSHIT git-svn-id: https://garryshomepc/svn/494876-rust_src@1075 0116351e-01fd-46a3-8c09-64bf5bb0948b No need for uLink exe any more Ignoring librust files so people don't commit them git-svn-id: https://garryshomepc/svn/494876-rust_src@1076 0116351e-01fd-46a3-8c09-64bf5bb0948b Added exceptions, to try to catch fuckups git-svn-id: https://garryshomepc/svn/494876-rust_src@1077 0116351e-01fd-46a3-8c09-64bf5bb0948b Clearing out some webplayer stuff Refactored server stuff around, so it's all more or less in one place (map name, hostname etc) Fixed server browser not showing ping/players and not scrolling proper git-svn-id: https://garryshomepc/svn/494876-rust_src@1078 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1079 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1080 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1081 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixes for that last commit git-svn-id: https://garryshomepc/svn/494876-rust_src@1082 0116351e-01fd-46a3-8c09-64bf5bb0948b Server respond properly to blatantly invalid tickets Pause for tree unpacking Connect to Steam if connecting via game without ClientInit git-svn-id: https://garryshomepc/svn/494876-rust_src@1083 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1084 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1085 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1086 0116351e-01fd-46a3-8c09-64bf5bb0948b Properly hide the connection screen if connection failed Properly destroy connection object if connection failed git-svn-id: https://garryshomepc/svn/494876-rust_src@1087 0116351e-01fd-46a3-8c09-64bf5bb0948b Build a universal binary on osx ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1088 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1089 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1090 0116351e-01fd-46a3-8c09-64bf5bb0948b Not convinced we need to specify anything here ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1091 0116351e-01fd-46a3-8c09-64bf5bb0948b osx git-svn-id: https://garryshomepc/svn/494876-rust_src@1092 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1093 0116351e-01fd-46a3-8c09-64bf5bb0948b I hate cross platform compiling git-svn-id: https://garryshomepc/svn/494876-rust_src@1094 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1095 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed hostname not working Fixed server connect errors git-svn-id: https://garryshomepc/svn/494876-rust_src@1096 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1097 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1098 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1099 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing Semicolon git-svn-id: https://garryshomepc/svn/494876-rust_src@1100 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added Fall Damage (w/ control convars) Fixed stacking crates on your own head (or anyone elses for that matter) git-svn-id: https://garryshomepc/svn/494876-rust_src@1101 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Fall Damage (w/ control convars) Fixed stacking crates on your own head (or anyone elses for that matter) git-svn-id: https://garryshomepc/svn/494876-rust_src@1102 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1103 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1104 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1105 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with 'Injured' Plaque staying after death Added some extra convars, and some help to falldamage Added impact headbob Adjusted how you receive bleeding and injuries git-svn-id: https://garryshomepc/svn/494876-rust_src@1106 0116351e-01fd-46a3-8c09-64bf5bb0948b Get this off svn! git-svn-id: https://garryshomepc/svn/494876-rust_src@1107 0116351e-01fd-46a3-8c09-64bf5bb0948b From trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@1108 0116351e-01fd-46a3-8c09-64bf5bb0948b Branding overlay - shows build date/time (AlWAYS ON RIGHT NOW) git-svn-id: https://garryshomepc/svn/494876-rust_src@1109 0116351e-01fd-46a3-8c09-64bf5bb0948b Avatars are now saved and loaded in c# - and INSTANTLY instead of waiting for callback. This should result in much safer, cleaner, smaller, obvious coder git-svn-id: https://garryshomepc/svn/494876-rust_src@1110 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1111 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1112 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1113 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for version string not updating git-svn-id: https://garryshomepc/svn/494876-rust_src@1114 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1115 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1116 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1117 0116351e-01fd-46a3-8c09-64bf5bb0948b copy libraries to the right folders for osx git-svn-id: https://garryshomepc/svn/494876-rust_src@1118 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix again git-svn-id: https://garryshomepc/svn/494876-rust_src@1119 0116351e-01fd-46a3-8c09-64bf5bb0948b Try to build the linux client properly git-svn-id: https://garryshomepc/svn/494876-rust_src@1120 0116351e-01fd-46a3-8c09-64bf5bb0948b Refactored a bit to hopefully fix the dupe bug git-svn-id: https://garryshomepc/svn/494876-rust_src@1121 0116351e-01fd-46a3-8c09-64bf5bb0948b CameraLayerDepths now runs the same at runtime as it does in editor. We should be able to determine if it not running the same way is whats causing the difference. git-svn-id: https://garryshomepc/svn/494876-rust_src@1122 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with 'Injured' Plaque staying after death Added some extra convars, and some help to falldamage Added impact headbob Adjusted how you receive bleeding and injuries Fixed missing detail on rocks git-svn-id: https://garryshomepc/svn/494876-rust_src@1123 0116351e-01fd-46a3-8c09-64bf5bb0948b VAC warning on loading screen git-svn-id: https://garryshomepc/svn/494876-rust_src@1124 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1125 0116351e-01fd-46a3-8c09-64bf5bb0948b Terrible options screen is slightly less terrible. But is still terrible. git-svn-id: https://garryshomepc/svn/494876-rust_src@1126 0116351e-01fd-46a3-8c09-64bf5bb0948b Menu screen fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1127 0116351e-01fd-46a3-8c09-64bf5bb0948b Also.. linux client ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1128 0116351e-01fd-46a3-8c09-64bf5bb0948b Disconnect button git-svn-id: https://garryshomepc/svn/494876-rust_src@1129 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed console command find not finding everything it should Changed menu options colours Can do find * to find all git-svn-id: https://garryshomepc/svn/494876-rust_src@1130 0116351e-01fd-46a3-8c09-64bf5bb0948b added gui.hide/show (for screenshots/movies) git-svn-id: https://garryshomepc/svn/494876-rust_src@1131 0116351e-01fd-46a3-8c09-64bf5bb0948b af and aa now default to off config is stored in cfg/config.cfg on disk (so we can use steamcloud on it) git-svn-id: https://garryshomepc/svn/494876-rust_src@1132 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweak default config git-svn-id: https://garryshomepc/svn/494876-rust_src@1133 0116351e-01fd-46a3-8c09-64bf5bb0948b Turning off DX11, to see if the world explodes git-svn-id: https://garryshomepc/svn/494876-rust_src@1134 0116351e-01fd-46a3-8c09-64bf5bb0948b Bundle-less branch git-svn-id: https://garryshomepc/svn/494876-rust_src@1135 0116351e-01fd-46a3-8c09-64bf5bb0948b Utility library for command line and quoted string splitting git-svn-id: https://garryshomepc/svn/494876-rust_src@1136 0116351e-01fd-46a3-8c09-64bf5bb0948b Cutting the crap. RustLib only really used for Steam things + window changing things now. git-svn-id: https://garryshomepc/svn/494876-rust_src@1137 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1138 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1139 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1140 0116351e-01fd-46a3-8c09-64bf5bb0948b Server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1141 0116351e-01fd-46a3-8c09-64bf5bb0948b make folders git-svn-id: https://garryshomepc/svn/494876-rust_src@1142 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed player data folder not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1143 0116351e-01fd-46a3-8c09-64bf5bb0948b Commit every day, not every two days. Trunk Merge Changed deploy sounds to rustle instead of metal clanking Shelters should count towards decay protection Handcannon doesnt require a workbench any longer to craft Deployables now perform a serverside check - This should remove the ability to place double doors Added Grass Displacement! Needs a bit of work, but it works! git-svn-id: https://garryshomepc/svn/494876-rust_src@1144 0116351e-01fd-46a3-8c09-64bf5bb0948b Added truth detector class. Verifies clientside movements. This is a test. git-svn-id: https://garryshomepc/svn/494876-rust_src@1145 0116351e-01fd-46a3-8c09-64bf5bb0948b Code cleanup git-svn-id: https://garryshomepc/svn/494876-rust_src@1146 0116351e-01fd-46a3-8c09-64bf5bb0948b Added ban, banid, kick, unbanall commands Fixed config.cfg loading not loading properly added BanList system (saves in cfg/bans.cfg) Renamed GetPlayerClientsWithString to GetPlayerClients Removed 'default string' from GetPlayerClients functions NetUser.Find returns a netuser instead of a bool if penetration detected in TruthDetector, now teleports to last safe spot instead of kicking Tweaked violation setting defaults git-svn-id: https://garryshomepc/svn/494876-rust_src@1147 0116351e-01fd-46a3-8c09-64bf5bb0948b Value tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@1148 0116351e-01fd-46a3-8c09-64bf5bb0948b Player Movement Layer git-svn-id: https://garryshomepc/svn/494876-rust_src@1149 0116351e-01fd-46a3-8c09-64bf5bb0948b Raycast instead, same diff but faster git-svn-id: https://garryshomepc/svn/494876-rust_src@1150 0116351e-01fd-46a3-8c09-64bf5bb0948b Let truth detector kick players properly git-svn-id: https://garryshomepc/svn/494876-rust_src@1151 0116351e-01fd-46a3-8c09-64bf5bb0948b Keep the prevSnap on the outside of stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@1152 0116351e-01fd-46a3-8c09-64bf5bb0948b Tes your code before you commit, priiick! git-svn-id: https://garryshomepc/svn/494876-rust_src@1153 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the Mac(OpenGL) grass bug. git-svn-id: https://garryshomepc/svn/494876-rust_src@1154 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some quick function buttons to the console Added fontawesome - can use these icons in dfRichText controls if you set the font http://fontawesome.io/cheatsheet/ Removed ui console commands (I accidentally recreated them with the gui library) Added console commands to hide the branding Added console command to prevent chat from showing (for movies) git-svn-id: https://garryshomepc/svn/494876-rust_src@1155 0116351e-01fd-46a3-8c09-64bf5bb0948b Server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1156 0116351e-01fd-46a3-8c09-64bf5bb0948b Made the env convars less fucked git-svn-id: https://garryshomepc/svn/494876-rust_src@1157 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge 9mm Pistol does more damage, less recoil Pipe shotgun reduced range Bleeding clots eventually Bleeding does more damage (slightly) Silencer was buffed (less range reduction less damage reduction, no tracers ) Sleeping bags take 15 cloth instead of 20 Structures decay twice as slow fall damage isn't as brutal Server now checks structure placement in addition to deployables injury plaque won't show up after death anymore A bunch of forgotten files from my last commit, whoops git-svn-id: https://garryshomepc/svn/494876-rust_src@1158 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed deploy sounds to rustle instead of metal clanking Shelters should count towards decay protection Handcannon doesnt require a workbench any longer to craft Deployables now perform a serverside check - This should remove the ability to place double doors Added Grass Displacement! Needs a bit of work, but it works! This is defaulted to off and can be turned on with grass.displacement true 9mm Pistol does more damage, less recoil Pipe shotgun reduced range Bleeding clots eventually Bleeding does more damage (slightly) Silencer was buffed (less range reduction less damage reduction, no tracers ) Sleeping bags take 15 cloth instead of 20 Structures decay twice as slow fall damage isn't as brutal Server now checks structure placement in addition to deployables injury plaque won't show up after death anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@1159 0116351e-01fd-46a3-8c09-64bf5bb0948b Better server browser WIP git-svn-id: https://garryshomepc/svn/494876-rust_src@1160 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1161 0116351e-01fd-46a3-8c09-64bf5bb0948b Serverlist sorting git-svn-id: https://garryshomepc/svn/494876-rust_src@1162 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1163 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1164 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1165 0116351e-01fd-46a3-8c09-64bf5bb0948b Upgraded to unity 4.3 SO U BETTA WATCH OUT git-svn-id: https://garryshomepc/svn/494876-rust_src@1166 0116351e-01fd-46a3-8c09-64bf5bb0948b Bug fix for crash. //Bug Fix //For some reason in Unity 4.3 there is no Terrain Data //For 20 or so frames so just bail out here if there is none. //-Bill git-svn-id: https://garryshomepc/svn/494876-rust_src@1167 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fixed Graphics.Blit major error in standalone, Whoops! Fixed errors in MenuBackground scene and updated particle effects to the newest versions git-svn-id: https://garryshomepc/svn/494876-rust_src@1168 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed Graphics.Blit major error in standalone, Whoops! Fixed errors in MenuBackground scene and updated particle effects to the newest versions Pillars take half as many resources to construct Modified grenade size to have better physics git-svn-id: https://garryshomepc/svn/494876-rust_src@1169 0116351e-01fd-46a3-8c09-64bf5bb0948b default displacement to off git-svn-id: https://garryshomepc/svn/494876-rust_src@1170 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for the "Not completely switching Unity grass off" bug mentioned by Helk. For some reason it was setting Terrain.activeTerrain.detailObjectDistance to 0.6 instead of 0.0 git-svn-id: https://garryshomepc/svn/494876-rust_src@1171 0116351e-01fd-46a3-8c09-64bf5bb0948b Serverlist higher git-svn-id: https://garryshomepc/svn/494876-rust_src@1172 0116351e-01fd-46a3-8c09-64bf5bb0948b Antifreeze - closes the server if inactive for 180 seconds git-svn-id: https://garryshomepc/svn/494876-rust_src@1173 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1174 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1175 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1176 0116351e-01fd-46a3-8c09-64bf5bb0948b Servers get tagged as modded if certain convars deviate git-svn-id: https://garryshomepc/svn/494876-rust_src@1177 0116351e-01fd-46a3-8c09-64bf5bb0948b + falldamage git-svn-id: https://garryshomepc/svn/494876-rust_src@1178 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1179 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1180 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1181 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Grenades should be less slippery Fixed a very rare NRE from supply planes Rebaked navmesh!! -Zombies will traverse rocks -Zombies shouldn't float any more git-svn-id: https://garryshomepc/svn/494876-rust_src@1182 0116351e-01fd-46a3-8c09-64bf5bb0948b modded, history, friends tabs all work on server browser favourites disabled server version git-svn-id: https://garryshomepc/svn/494876-rust_src@1183 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated protocol version git-svn-id: https://garryshomepc/svn/494876-rust_src@1184 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1185 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1186 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1187 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1188 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1189 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1190 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1191 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1192 0116351e-01fd-46a3-8c09-64bf5bb0948b Grenades should be less slippery Fixed a very rare NRE from supply planes Rebaked navmesh!! -Zombies will traverse rocks -Zombies shouldn't float any more git-svn-id: https://garryshomepc/svn/494876-rust_src@1193 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Disabled pathslop rendering on terrain (whoops!) git-svn-id: https://garryshomepc/svn/494876-rust_src@1194 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing pathslop files git-svn-id: https://garryshomepc/svn/494876-rust_src@1195 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Missing pathslop files git-svn-id: https://garryshomepc/svn/494876-rust_src@1196 0116351e-01fd-46a3-8c09-64bf5bb0948b lots of fixes - torch no longer clips - wrapping character controller (CCDesc) -- the wrapper ensures full knowledge of the character controllers parameters ( which unity does not expose normally ) - new movement tester (CCTotemPole) -- uses multiple character controllers that stack upon each other -- each totemic figure ( character controller stacked on each other ) can contract and expand but always keeps overlap of the height - diameter. -- the bottom most figure is moved first with the input motion vector, then head down where the the weakest link in movement ( least movement made between these ) is the most valued in overall. when full movement cannot be made for every figure things are moved back into position. this buffering solves passing through objects very well. -- ensures that the capsule is always pressing upwards and prevents any movement from jumping this way ( solves, crouch ceiling exploit ) -- finally, there is a figure that encapsulates all of the other and sized. Because its sized after the fact, its does not noticeably clip through things. -- in the case that the outer encapsulating cc cannot move the full distance, all other figures are moved to match it. ( all references to move here are sweeping physics wise ) -- smudging of the transforms position is controlled, where smudging is moving the transform without sweep testing. such as undoing downward movement from the first time you've left a cliff. When there is any possibility of a collision happening, smudging is avoided. -- when the totem pole needs to be teleported, instead of smudging great distances, the entire system is instead, deleted entirely and recreated at the new point. - screen / lock cursor manager updated. -- removed convars for resolution. standalone already tracks these values. -- all resolutions that dont display [windowed] on them switch to full screen. -- there is always one windowed resolution available at options, when in full screen it matches the current resolution. -- lock cursor manager no longer handles resolution changing at all, as well as the webplayer specific handling of switching resolution. -- windows 8.1 still has the full screen issues unfortunately - crouchable / human controller -- removed UpdateCrouch from human controller -- crouching was completely reworked, CCMotor now drives height changes to the CCTotem by a speed/rate -- CCmotor keeps track of uncrouching being blocked. -- Crouchable.LocalPlayerUpdateCrouchState was added and largely handles what UpdateCrouch did before, though more simplified. - removed all of CCMotor's dual ensurance checks as they are now obsolete to CCTotemPole ( the scripts for dual ensurance still need to go ) - Added some test scripts and a test scene to play offline in editor only. Drastically simplifies trying to tune movement settings. Just drop OfflineMode.prefab into any scene and press play. - build changes -- builds now generate one scene bundle for all available scenes. This fixes the errors for server start up, and reduce bundle count for clients. strangely, causes unity to not run out of memory as frequently as well. -- PAT_NEEDS_MORE_MEMORY is default ( unloads assets after they are poled ) -- loads less assets now and garbage collects manually more frequently to avoid running out of memory. -- files that do not get regenerated are deleted. - todo -- remove some more scripts -- comment stuff up more -- figure out if crouch jumping is broken or if its working like it always has -- smooth out some jitter This is the majority of the fixes i have for the bugs with movement, The other fixes involve improving mesh colliders but the fix with CCTotemPole which came after the MC fixes seems to work so good it might not be necessary so I'm not gonna bother. Going to finally move back to my branch after this or whatever quick fixes are needed git-svn-id: https://garryshomepc/svn/494876-rust_src@1197 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixing a editor only pathing issue with boar trait map. git-svn-id: https://garryshomepc/svn/494876-rust_src@1198 0116351e-01fd-46a3-8c09-64bf5bb0948b Dual ensurance is no longer in use -- deleted. git-svn-id: https://garryshomepc/svn/494876-rust_src@1199 0116351e-01fd-46a3-8c09-64bf5bb0948b removed all warnings and usage of NetCull.isServer and NetCull.isClient double checked the unified diff to be safe. git-svn-id: https://garryshomepc/svn/494876-rust_src@1200 0116351e-01fd-46a3-8c09-64bf5bb0948b -SlowSpawn.cs --For spawning rocks procedurally at runtime --Fixes the common running out of memory issue at level load ( caused by the larger navmesh ) --Causes there to be no rocks in the scene, but you can put them back in the scene via generating them in edit mode. --Spawns as many things as possible using 400ms per frame. --Doesn't reference prefabs or anything like that that would cause premature physics loading, just the unique meshes. --Needs to be documented, written quickly. --Since they instantiate at runtime, they are not static batched. We can technically have just the mesh renderers in the scene marked as static batched and instantiate only colliders in the future however. --Didn't bother having the load screen wait on it, but static bool SlowSpawn.Working will be true when it is -Changes to FPGrass --Was not able to fix DX9 issues ( I do have a Geforce GTX 660 Ti GPU affected by the flickering grass ) --I put rendering of the index texture back to only updating when moved to grid. Displacement still blits every frame if its enabled, but does not require recalculation of the index texture ( red channel ) --Its only certain positions on the grid where the issue comes up --This image shows 3 versions of the index texture http://puu.sh/5iQCH.png the left and the right are what it looks like when its flickering out ( well above the indexes/completely red ) --It seems like its a unwanted optimization by Nvidia's CG compiler causing the flickering, but its hard to really tell. --There is no flickering when you manually set the index to a number, but then all grass looks the same. --I'm pretty sure at this point, the issue is unrelated to helk's displacement changes. git-svn-id: https://garryshomepc/svn/494876-rust_src@1201 0116351e-01fd-46a3-8c09-64bf5bb0948b Turn freezemonitor on/off git-svn-id: https://garryshomepc/svn/494876-rust_src@1202 0116351e-01fd-46a3-8c09-64bf5bb0948b Turn the freeze monitor off when loading the level git-svn-id: https://garryshomepc/svn/494876-rust_src@1203 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1204 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1205 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1206 0116351e-01fd-46a3-8c09-64bf5bb0948b This isn't doing anything, but I still hate it git-svn-id: https://garryshomepc/svn/494876-rust_src@1207 0116351e-01fd-46a3-8c09-64bf5bb0948b Fucked it git-svn-id: https://garryshomepc/svn/494876-rust_src@1208 0116351e-01fd-46a3-8c09-64bf5bb0948b -Grass changes --The changes to FPGrassPack this time are intentional! --Fixed flickering issue on forced DX9 for DX11 nvidia chipsets --Part of the fix requires that the detail probability texture is NOT point filtered --The other part is the low precision floating point logic on DX9 --RenderSplatProbability no longer calculates pixel offsets via input constant registers/properties --FPGrassProbabilityGenerator calculates the little work done in the vertex shader prior, using TEXCOORD1 as input for the noise passing that via GL.MultiTexcoord2 --Theres now only one float4 register in use on RenderSplatProbability, which is for the modulus operation (is that required?) --Need to confirm that it matches up to the original properly, but it looks good enough for the dev branch and should be good to confirm it works for everyone else in the mean time. -Rocks --Rocks again use static batching ( rendering ) --Only mesh colliders are spawned in at load now. --Now have the choice to spawn in graphics or physics only. --Since the colliders are on a seperate layer, they now use the 'Static' layer which resulted in ~140 less persistant collisions. Starts up faster now, and use a bit less memory. --May want to see if static batching is really worth it or not for the rocks.. Theres less draw calls, but the meshes it outputs are maxed... Again though i'm not sure if that has performance penalties or not. -Loading --Rock and tree loading are now bunched together as a single process --ThrottledTask is now the base class of SlowSpawn (for rocks) and TreeUnpack (for trees) and they both operate together shooting for 400ms update intervals [together] --Added Facepunch.Progress namespace for a pretty simple but guided approach for progress related things. --Can now call network.connect inside of ClientInit before GameUI has loaded, makes sure to display loading screen when it is eventually created. --When connect happens before GameUI is loaded, it skips loading the MenuBackground scene as if the connection fails or when the user disconnects, it'll load it then. ( for editor connecting, but could be applied equally to handing a launch command ( -connect ) ect. ) -Editor connecting --Removed the session key field and other session key related stuff --Added the menu item Editor/Start Client to have unity play at client init from any scene ( without actually starting a connection ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1209 0116351e-01fd-46a3-8c09-64bf5bb0948b derp git-svn-id: https://garryshomepc/svn/494876-rust_src@1210 0116351e-01fd-46a3-8c09-64bf5bb0948b Scrollbar fix!? git-svn-id: https://garryshomepc/svn/494876-rust_src@1211 0116351e-01fd-46a3-8c09-64bf5bb0948b When kicking users.. timeout after 3 seconds. Don't send a kick notification if we're kicking them because they're joining. I'm guessing this was keeping the player around for a while afterwards - which is the last thing we want to happen. git-svn-id: https://garryshomepc/svn/494876-rust_src@1212 0116351e-01fd-46a3-8c09-64bf5bb0948b I am sure there was an excellent reason to complicate this - but I cannot work it out (presumably pat is allergic to FindObjectOfType) git-svn-id: https://garryshomepc/svn/494876-rust_src@1213 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up server list git-svn-id: https://garryshomepc/svn/494876-rust_src@1214 0116351e-01fd-46a3-8c09-64bf5bb0948b Occasional compile issues git-svn-id: https://garryshomepc/svn/494876-rust_src@1215 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverting - this is back to unity 4.2 - so don't commit this file using 4.3! git-svn-id: https://garryshomepc/svn/494876-rust_src@1216 0116351e-01fd-46a3-8c09-64bf5bb0948b Compile error in 4.2 git-svn-id: https://garryshomepc/svn/494876-rust_src@1217 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1218 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1219 0116351e-01fd-46a3-8c09-64bf5bb0948b Store bundles in a common depot git-svn-id: https://garryshomepc/svn/494876-rust_src@1220 0116351e-01fd-46a3-8c09-64bf5bb0948b relocate osx rust.app to root (bundles folder lines up) git-svn-id: https://garryshomepc/svn/494876-rust_src@1221 0116351e-01fd-46a3-8c09-64bf5bb0948b Build win64 client to a different name git-svn-id: https://garryshomepc/svn/494876-rust_src@1222 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fixed floating zombies Fixed floating animals Fixed 'look rotation viewing vector is zero' bug removed static batching added missing normal map for some buildings lowered wind volume on main menu git-svn-id: https://garryshomepc/svn/494876-rust_src@1223 0116351e-01fd-46a3-8c09-64bf5bb0948b Replaced chat system with simpler system New system is unicode compatible the chat system shouldn't not be used for notifications, warnings, death notices etc (I will add something for all of these before next update) This chat system is incompatible with current servers.. so we'll need to change the server version for people to join in/test git-svn-id: https://garryshomepc/svn/494876-rust_src@1224 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed floating zombies Fixed floating animals Fixed 'look rotation viewing vector is zero' bug removed static batching for rocks added missing normal map for some buildings lowered wind volume on main menu git-svn-id: https://garryshomepc/svn/494876-rust_src@1225 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted LOD settings for structure components. they all go to LOD1 when their visibility <~ 10% ( 10 percent of vertical screen space ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1226 0116351e-01fd-46a3-8c09-64bf5bb0948b Added console var meshbatch.dyndist set it to how far away the origin of something has to be from the camera The distance for meshbatch dynamic instances has been moved from 20 meters away to ~78.3 Mesh batch no longer has lots of upper case types and fields git-svn-id: https://garryshomepc/svn/494876-rust_src@1227 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed local radiation effects. Geiger now plays Had to enable detectCollisions for OnTrigger to work. Noting that now in case there are any pass through cases from it. ( probably won't be ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1228 0116351e-01fd-46a3-8c09-64bf5bb0948b Helk's commit reverted my chat changes - so here they are again git-svn-id: https://garryshomepc/svn/494876-rust_src@1229 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed a couple of chat bugs. Looks less shit. git-svn-id: https://garryshomepc/svn/494876-rust_src@1230 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated DFGUI Renamed Profiler to RustProfiler (name clash) git-svn-id: https://garryshomepc/svn/494876-rust_src@1231 0116351e-01fd-46a3-8c09-64bf5bb0948b Let server run console commands on clients (broadcast and single) git-svn-id: https://garryshomepc/svn/494876-rust_src@1232 0116351e-01fd-46a3-8c09-64bf5bb0948b Console args handle backslashed quotes properly Deleted StringHelpers - because the function was replaced in FPUtil-String.cs Fixed consolenetworker not running console commands(!) Removed reference to non existing chatwindow from RPOS git-svn-id: https://garryshomepc/svn/494876-rust_src@1233 0116351e-01fd-46a3-8c09-64bf5bb0948b Chat networking no longer used/needed git-svn-id: https://garryshomepc/svn/494876-rust_src@1234 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed chat plugin events git-svn-id: https://garryshomepc/svn/494876-rust_src@1235 0116351e-01fd-46a3-8c09-64bf5bb0948b HUD level is no more. Folded into GAMEUI. Added notices class. Not complete, does nothing. Don't touch! Chat networking fully uses console commands git-svn-id: https://garryshomepc/svn/494876-rust_src@1236 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed menu screen not being interactive.. doh ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1237 0116351e-01fd-46a3-8c09-64bf5bb0948b These keep appearing every time I compile. So I am committing them. git-svn-id: https://garryshomepc/svn/494876-rust_src@1238 0116351e-01fd-46a3-8c09-64bf5bb0948b bug fix: Rock Placement should use position as seed so it's the same each time git-svn-id: https://garryshomepc/svn/494876-rust_src@1239 0116351e-01fd-46a3-8c09-64bf5bb0948b bugfix: new id did not have a TransCarrier component Verified, that the trans carrier log can go away. Its not logging every object, just those that didnt have a transcarrier assigned to them in the first place. git-svn-id: https://garryshomepc/svn/494876-rust_src@1240 0116351e-01fd-46a3-8c09-64bf5bb0948b bugfix: Pulling out building parts can freeze your screen until you holster them or restart the game The root cause of this issue still has to be determined ( we need logs ) but the screen will not lock up anymore. It also prints to chat the first time it happens saying to forward the log off to the forums. Also i can't confirm the fix because i havn't been able to reproduce it. But similar issues in the past have happened in the functions i've safe guarded. git-svn-id: https://garryshomepc/svn/494876-rust_src@1241 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Added grass displacement to foundations (grass wont clip through your base anymore) Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop git-svn-id: https://garryshomepc/svn/494876-rust_src@1242 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1243 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with chat.print that shouldn't be there? git-svn-id: https://garryshomepc/svn/494876-rust_src@1244 0116351e-01fd-46a3-8c09-64bf5bb0948b Added grass displacement to foundations (grass wont clip through your base anymore) Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop git-svn-id: https://garryshomepc/svn/494876-rust_src@1245 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing files Fix for teleporting through objects git-svn-id: https://garryshomepc/svn/494876-rust_src@1246 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed wall penetration exploit/bug git-svn-id: https://garryshomepc/svn/494876-rust_src@1247 0116351e-01fd-46a3-8c09-64bf5bb0948b Wildlife creatures wont poke through walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1248 0116351e-01fd-46a3-8c09-64bf5bb0948b bug fix: There is a black line between the world and the sky No more black line. the reflection is a bit off but completely unnoticable without clouds. no clouds: http://puu.sh/5oJg8.jpg clouds at medium height: http://puu.sh/5oJtA.jpg clouds at extreme height: http://puu.sh/5oJvx.jpg its yet another far plane issue, the reflections are actually proper, but the end of the water gets clipped the higher ( further ) away you are from it. I know what to do to fix that but for now, No black line. Theres kinda a darkening around the rim of the horizon, but thats actually fog. ( if your looking at the puushes, its jpg compression ) The water level and the water meshes radius is hard coded atm too. But will be easy to structure when its needed. git-svn-id: https://garryshomepc/svn/494876-rust_src@1249 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed GameUI ordering git-svn-id: https://garryshomepc/svn/494876-rust_src@1250 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted Helk's last commit (because it reverted mine) git-svn-id: https://garryshomepc/svn/494876-rust_src@1251 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1252 0116351e-01fd-46a3-8c09-64bf5bb0948b Options are a bit less shit. Removed options for AA/AF (because neither do what you'd imagine right now) Resolution options removed - we'll use startup dialog until we decide whether we REALLY need to change the resolution in game. git-svn-id: https://garryshomepc/svn/494876-rust_src@1253 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed options layout fucking up on smaller resolutions git-svn-id: https://garryshomepc/svn/494876-rust_src@1254 0116351e-01fd-46a3-8c09-64bf5bb0948b Turing displacement on by default git-svn-id: https://garryshomepc/svn/494876-rust_src@1255 0116351e-01fd-46a3-8c09-64bf5bb0948b Splash Screen Dialog git-svn-id: https://garryshomepc/svn/494876-rust_src@1256 0116351e-01fd-46a3-8c09-64bf5bb0948b New notice system now receives notices ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1257 0116351e-01fd-46a3-8c09-64bf5bb0948b Fucking plugins divide, fuck the fuck off. git-svn-id: https://garryshomepc/svn/494876-rust_src@1258 0116351e-01fd-46a3-8c09-64bf5bb0948b This doesn't need a target player :( git-svn-id: https://garryshomepc/svn/494876-rust_src@1259 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed enter not submitting chat git-svn-id: https://garryshomepc/svn/494876-rust_src@1260 0116351e-01fd-46a3-8c09-64bf5bb0948b Cutting Webplayer bullshit git-svn-id: https://garryshomepc/svn/494876-rust_src@1261 0116351e-01fd-46a3-8c09-64bf5bb0948b Uploading the new Cargo plane with all needed files. git-svn-id: https://garryshomepc/svn/494876-rust_src@1262 0116351e-01fd-46a3-8c09-64bf5bb0948b Inventory popups git-svn-id: https://garryshomepc/svn/494876-rust_src@1263 0116351e-01fd-46a3-8c09-64bf5bb0948b Version roll git-svn-id: https://garryshomepc/svn/494876-rust_src@1264 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1265 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1266 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1267 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1268 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1269 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Replaced C130 Fixed rigid objects not colliding with rocks Added physics material for supply crate - comes to rest easier Adjusted specular on metal git-svn-id: https://garryshomepc/svn/494876-rust_src@1270 0116351e-01fd-46a3-8c09-64bf5bb0948b Cargo plane Sleeping bag 'wait' text fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1271 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixing trunk fuckups git-svn-id: https://garryshomepc/svn/494876-rust_src@1272 0116351e-01fd-46a3-8c09-64bf5bb0948b Replaced C130 Fixed rigid objects not colliding with rocks Added physics material for supply crate - comes to rest easier Adjusted specular on metal Added grass displacement to foundations (grass wont clip through your base anymore) Fixed bug where supply drops were dropping metal blueprints instead of actual metal objects Added Hardpoints, mainly used for doors, now doors must be placed on a hardpoint which means they easily line up perfectly where they're supposed to be This also picks the right transcarrier so breaking stairs will no longer destroy doors ontop Removed CCMotor.SmudgeTo() call which was letting people get through walls Fixed bug with supply drops dropping Metal Blueprints instead of Metal Fixed supply drop dropping too many of certain items Fixed wildlife poking through walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1273 0116351e-01fd-46a3-8c09-64bf5bb0948b bug fix: Distant trees stay the same colour as the day changes if you don't move the mouse. When the camera hasn't moved or rotated for 3.2 seconds the terrain component is semi-flushed, Causing the 2D trees to re-render. Its a bit spendy ( >150 ms for me ) but tried the two other public alternative to triggering tree's to re render. TerrainData.RefreshPrototypes() caused about 280ms of total frame delay about 6ms of script execution time and ~275 during culling Terrain.Flush() caused about 250ms of total frame delay ( 3ms script, ~245ms culling ) Terrain.OnTerrainChanged( TerrainChanges.TreeInstances ) caused about 150ms total frame delay ( 0ms script, ~150ms culling ) The down side to using OnTerrainChanged is, Its private and TerrainChanges enum is internal. So as to not make UI have annoying lag spikes of > quarter of a second i'm calling into that via reflection. Its still a sizeable spike at 150ms, but definitely better than the alternative which recalculates details, splats, and all sorts of other stuff that does not have issues. To be safe, the whole process of acquiring the private/internal stuff is safe guarded. If for whatever reason, they can't be reached it will fallback on the next best alternative ( Terrain.Flush() ). Technically, we could invoke OnTerrainChanged via send message, but it'd still require casting into the internal enum for the argument, and we'd really only want to do something like that if we were dealing with security sandbox, which we aren't. The interval is configurable via terrain.idleinterval, setting it to zero turns off this functionality, anything above zero is the interval of idle camera required before terrain is flushed. git-svn-id: https://garryshomepc/svn/494876-rust_src@1274 0116351e-01fd-46a3-8c09-64bf5bb0948b server derp fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1275 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed chat double enter Fixed empty chat git-svn-id: https://garryshomepc/svn/494876-rust_src@1276 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed quality settings so af is never FORCED on git-svn-id: https://garryshomepc/svn/494876-rust_src@1277 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed no camera in CLientinit git-svn-id: https://garryshomepc/svn/494876-rust_src@1278 0116351e-01fd-46a3-8c09-64bf5bb0948b Function to notify when a user leaves the server git-svn-id: https://garryshomepc/svn/494876-rust_src@1279 0116351e-01fd-46a3-8c09-64bf5bb0948b Tell steam when a server leaves. This (should) fix player count issues. git-svn-id: https://garryshomepc/svn/494876-rust_src@1280 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1281 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1282 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1283 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot a file git-svn-id: https://garryshomepc/svn/494876-rust_src@1284 0116351e-01fd-46a3-8c09-64bf5bb0948b bugfix: amazon hosting clock drift git-svn-id: https://garryshomepc/svn/494876-rust_src@1285 0116351e-01fd-46a3-8c09-64bf5bb0948b reimported files git-svn-id: https://garryshomepc/svn/494876-rust_src@1286 0116351e-01fd-46a3-8c09-64bf5bb0948b added some whitespace to the import configs. this should fix potential bad imports from downgrading on jenkins git-svn-id: https://garryshomepc/svn/494876-rust_src@1287 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed chat disabling git-svn-id: https://garryshomepc/svn/494876-rust_src@1288 0116351e-01fd-46a3-8c09-64bf5bb0948b Chat fix, proper git-svn-id: https://garryshomepc/svn/494876-rust_src@1289 0116351e-01fd-46a3-8c09-64bf5bb0948b moved out some types to Facepunch.Utility.dll for use inside of other dlls ( that are coming next ). git-svn-id: https://garryshomepc/svn/494876-rust_src@1290 0116351e-01fd-46a3-8c09-64bf5bb0948b ignoring .suo files in the libraries folder from svn git-svn-id: https://garryshomepc/svn/494876-rust_src@1291 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaned up content pipeline project. Removed capped class names. added option to reimport all files with .import.txt association from editor. git-svn-id: https://garryshomepc/svn/494876-rust_src@1292 0116351e-01fd-46a3-8c09-64bf5bb0948b Moved the Prefetch MenuItem title under Facepunch/ ( along side the pipeline options, to not congest the top bar ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1293 0116351e-01fd-46a3-8c09-64bf5bb0948b blowing away old mesh batch dll files for new ones. git-svn-id: https://garryshomepc/svn/494876-rust_src@1294 0116351e-01fd-46a3-8c09-64bf5bb0948b mesh batch is now in seperate dlls ( runtime / editor ) and cleaned up usage a bit. the old dlls were stale and unused. git-svn-id: https://garryshomepc/svn/494876-rust_src@1295 0116351e-01fd-46a3-8c09-64bf5bb0948b hard coded layer index for hitboxes. NOTE: Accendentally committed the sln and sky dll with meshbatch.. So thats there too. git-svn-id: https://garryshomepc/svn/494876-rust_src@1296 0116351e-01fd-46a3-8c09-64bf5bb0948b using the new dlls for mesh batch and sky. + much less mixing of non-game and editor code from this git-svn-id: https://garryshomepc/svn/494876-rust_src@1297 0116351e-01fd-46a3-8c09-64bf5bb0948b a wizard to create a new level from scratch. I'll write up documentation on it and what it does not cover. git-svn-id: https://garryshomepc/svn/494876-rust_src@1298 0116351e-01fd-46a3-8c09-64bf5bb0948b printing out more info about the 'expect failure' log that happens in editor ( to catch the next time it occurs ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1299 0116351e-01fd-46a3-8c09-64bf5bb0948b bugfix:HumanBodyTakeDamage - Argument is out of range makes sure to not change bleeding level if death occured from bleeding git-svn-id: https://garryshomepc/svn/494876-rust_src@1300 0116351e-01fd-46a3-8c09-64bf5bb0948b bugfix: Metabolism - Argument Is Out Of range makes sure to not rpc data if death occurs. git-svn-id: https://garryshomepc/svn/494876-rust_src@1301 0116351e-01fd-46a3-8c09-64bf5bb0948b put additional check for death similar to last two commits for human controller. git-svn-id: https://garryshomepc/svn/494876-rust_src@1302 0116351e-01fd-46a3-8c09-64bf5bb0948b fix: PAT_NEEDS_MORE_MEMORY is not a descriptive define git-svn-id: https://garryshomepc/svn/494876-rust_src@1303 0116351e-01fd-46a3-8c09-64bf5bb0948b forgot to commit this one. git-svn-id: https://garryshomepc/svn/494876-rust_src@1304 0116351e-01fd-46a3-8c09-64bf5bb0948b Improved the sky editor a bit in preparation of documentation git-svn-id: https://garryshomepc/svn/494876-rust_src@1305 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot these files. git-svn-id: https://garryshomepc/svn/494876-rust_src@1306 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge New surface system for impact effects and footsteps (wip ) Base of navmesh AI uniform scaled rocks, now use a lot less memory and load alot faster git-svn-id: https://garryshomepc/svn/494876-rust_src@1307 0116351e-01fd-46a3-8c09-64bf5bb0948b adding bolt action rifle and texture to svn git-svn-id: https://garryshomepc/svn/494876-rust_src@1308 0116351e-01fd-46a3-8c09-64bf5bb0948b Added per-terrain-texture footsteps and impact effects Footsteps now work based off of an accumulated delta (people walking in circles will still produce footsteps) Added proper Surface information for all surface types, metal, wood, flesh git-svn-id: https://garryshomepc/svn/494876-rust_src@1309 0116351e-01fd-46a3-8c09-64bf5bb0948b reverted and redid my changes to grass for dx9 on dx11 nvidia hardware to more closely match the original. git-svn-id: https://garryshomepc/svn/494876-rust_src@1310 0116351e-01fd-46a3-8c09-64bf5bb0948b invisible terrain at 7:28:27.804 pm now fixed ( and tested ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1311 0116351e-01fd-46a3-8c09-64bf5bb0948b if this ends up logging frequently, its probably the root issue to dupe bugs. git-svn-id: https://garryshomepc/svn/494876-rust_src@1312 0116351e-01fd-46a3-8c09-64bf5bb0948b Added footsteps quality option (to avoid raycasts if some people find it slow) Updated all surface types to have appropriate footstep sounds and effects for melee Added dirt impact effect made metal impact effect look less like it's from 1997 made pipe shotgun sound less wimpy git-svn-id: https://garryshomepc/svn/494876-rust_src@1313 0116351e-01fd-46a3-8c09-64bf5bb0948b Dunno why this wasn't included git-svn-id: https://garryshomepc/svn/494876-rust_src@1314 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1315 0116351e-01fd-46a3-8c09-64bf5bb0948b New Impact effect system based on surfaces +Nicer metal impacts +Nicer terrain impacts Dynamic footsteps based on surface ( use footsteps.quality to change ) Memory reduction for rock colliders! Also faster load times (we are now scaling the mesh instead of the gameobjects) Fixed unnecessary performance issue with RPOSCraftItemEntry constantly calculating Beefed up pipe shotgun sound git-svn-id: https://garryshomepc/svn/494876-rust_src@1316 0116351e-01fd-46a3-8c09-64bf5bb0948b updating rifle which now includes bullet in the model and textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@1317 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebaked navmesh for rescaled rocks git-svn-id: https://garryshomepc/svn/494876-rust_src@1318 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1319 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebaked navmesh for rescaled rocks git-svn-id: https://garryshomepc/svn/494876-rust_src@1320 0116351e-01fd-46a3-8c09-64bf5bb0948b ULink license key. This seems like a stupid ass way to do things, but it is apparently the right way. git-svn-id: https://garryshomepc/svn/494876-rust_src@1321 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed freeze monitor not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1322 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1323 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1324 0116351e-01fd-46a3-8c09-64bf5bb0948b Print chat in server console Fixed freeze due to chat regex fuckups (long string ending in \ caused freeze) git-svn-id: https://garryshomepc/svn/494876-rust_src@1325 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some faster logging methods ( print ). They do not run a stack trace. Changed Added ConsoleSystem.RegisterLogCallback / ConsoleSystem.UnregisterLogCallback ( replaces usage of Application.RegisterLogCallback ) Added ConsoleSystem.Print / PrintWarning / PrintError git-svn-id: https://garryshomepc/svn/494876-rust_src@1326 0116351e-01fd-46a3-8c09-64bf5bb0948b MainMenu's Start() only loads the background if theres no connection in place. git-svn-id: https://garryshomepc/svn/494876-rust_src@1327 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed some constant NRE's ( maybe something didn't get committed with footsteps? ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1328 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a extra space in the hour string. git-svn-id: https://garryshomepc/svn/494876-rust_src@1329 0116351e-01fd-46a3-8c09-64bf5bb0948b removed logging of Skipping pathslop successfully git-svn-id: https://garryshomepc/svn/494876-rust_src@1330 0116351e-01fd-46a3-8c09-64bf5bb0948b ContentPipeline now marks failed imports ( occurs when reimporting/upgrading the project ) and Builder tries to rebuild those things before building the game. Should now be pretty bullet proof, and jenkins won't put out any bad imports/exports from it. ( the change to Facepunch.Build.Builder.cs is small, I fixed a indentation and the dif looks massive because of it ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1331 0116351e-01fd-46a3-8c09-64bf5bb0948b finally the dupe/connection process rework tried to break it all off into as small of commits as possible, but its still pretty massive. notes: lots of code involving sleeper safety or delaying the spawning of characters on connect was removed since avatars now load instantly. however, the issue wasn't related to sleepers directly. So the fix required some refactoring of the approval/connection/disconnection as the real problem was that you could be connected to the server effectively twice for a split second ( where the sleeper is made ). ConnectionHandler and NetConnector(s) (both new) now handle every aspect of connection / disconnection. It should remain to be the only thing utilizing uLink_OnPlayerApproval, uLink_OnPlayerConnected and uLink_OnPlayerDisconnected. NetUser was stripped down ( webplayer stuff, no more approval code, steam code has been seperated from it ) and NetUsers are now created inside of uLink_OnPlayerConnected -- we no longer have to deal with the headache of checking if the netuser is in approval or out of it anymore. Also the way the registry of NetUsers works, makes it impossible to have two net users on the same id. ConnectionHandler handles the broad functionality of approval, connection, disconnection. That includes checking in with server management about logins, creating/handling NetConnectors ( which are instances that handle the bulk of the work NetUser would have before ( as well as api specific things [steam] ) ) for approval. creating NetUsers ( now AFTER connection ) as well as disposing them. Saving avatars has been reworked as well, Everything except NetUser itself should use NetUser.SaveAvatar or NetUser.LoadAvatar to set/get .avatar(now private) or even load from disk. There are static versions NetUser.SaveAvatar(ulong,Avatar) and NetUser.LoadAvatar(ulong) which you use when you do not have a NetUser (which do automatically setup existing instances proper as well). It's all set up in a very error proofed way. and the disconnect of NetConnector makes the code more straight forward. Also, all connection info (protocol,mode,steam info) is not stored inside of ClientLogin ( where steam stuff is in SteamLogin ). Its all still compatible with older client versions however, this move was just to simplify the amount of data that needed to be passed around. I spent a lot of time trying to keep things as minimal as possible, hopefully besides all the neccisary exception handling it shows! the other minor changes are that anything that used 'netPlayer.localData as NetUser' as been replaced with NetUser.Find( netPlayer ). It's not good because we use local data for a couple of things throughout connection, so all finding of NetUser should go through NetUser.Find. And PlayerClient.SetNetPlayer was removed ( now entirely relies of .owner ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1332 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1333 0116351e-01fd-46a3-8c09-64bf5bb0948b In editor with the overlay on ( o key ) you can now use the L key to swap the overlay to show whatever you have selected in hierarchy. (overlay, needs to be moved somewhere else) git-svn-id: https://garryshomepc/svn/494876-rust_src@1334 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the load coroutine running forever if disconnection occurs while loading the level. ( IE, when you get Failed to get server management bla bla and it never goes away until you close the game ) -RustLevel.Load now has a overload to get the game object that is running the load routine. -ClientConnect now destroys that game object ( and stops any coroutines from that ) when disconnect occurs before the level is loaded. git-svn-id: https://garryshomepc/svn/494876-rust_src@1335 0116351e-01fd-46a3-8c09-64bf5bb0948b Added utility for configuring multiple LODGroup prefabs at a time ( the screen fraction, and recalculating bounds ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1336 0116351e-01fd-46a3-8c09-64bf5bb0948b MeshBatchInstanceDynamic can now turn entire LODGroup's off while they are batched ( instead of just the lowest LOD ) This mostly fixes overdraw. The only time overdraw will occur now is in the short window where a instance is being removed from a batching target ( will fix that soon ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1337 0116351e-01fd-46a3-8c09-64bf5bb0948b Pushed LODs for structure components back further again, recalculated their LOD bounds, and set up the new LODGroup hiding feature for MeshBatchInstanceDynamic for each. git-svn-id: https://garryshomepc/svn/494876-rust_src@1338 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot the utility instance for structures And a change to the content pipeline that i must not have compiled prior. git-svn-id: https://garryshomepc/svn/494876-rust_src@1339 0116351e-01fd-46a3-8c09-64bf5bb0948b now log auth / disconnect errors on client. git-svn-id: https://garryshomepc/svn/494876-rust_src@1340 0116351e-01fd-46a3-8c09-64bf5bb0948b added censor.nudity when set to true, there wont be any dongs on players. still need to apply this to sleepers though. git-svn-id: https://garryshomepc/svn/494876-rust_src@1341 0116351e-01fd-46a3-8c09-64bf5bb0948b completed: Nudity convar it (should) now work on sleepers. git-svn-id: https://garryshomepc/svn/494876-rust_src@1342 0116351e-01fd-46a3-8c09-64bf5bb0948b derp git-svn-id: https://garryshomepc/svn/494876-rust_src@1343 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fixed weird typesafe issue in editor Fixed missing behaviors on door corpses Fixed compiler issue with grass displacement camera Added missing heal note fixed exploit with moving weapons and re-deploying them to bypass reload times moved the wolf over to navmesh, still a few small bugs git-svn-id: https://garryshomepc/svn/494876-rust_src@1344 0116351e-01fd-46a3-8c09-64bf5bb0948b Made crappy armor a little better Fixed navmesh wildlife going too close to the player made bears use navmesh Added Spiked barricades - these deal damage when touched, and defelct a small amount of melee damage Fixed bug with deployable objects not being able to be placed when snapped to the ground at a distance Made wood shelter more lenient in it's sloping You can now place shelters on rocks as well as terrain git-svn-id: https://garryshomepc/svn/494876-rust_src@1345 0116351e-01fd-46a3-8c09-64bf5bb0948b temp fix for sleeper wall clipping. could be optimized / more logically sound but for now this works. git-svn-id: https://garryshomepc/svn/494876-rust_src@1346 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed some bugs with wildlife, now bears and wolves are exclusive to the navmesh Fixed some bugs with deployables Added Supply Signal ( grenade that calls an airdrop, very rare) Added Wood Gates and gateways, you can now cordon areas off ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1347 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated protocol version git-svn-id: https://garryshomepc/svn/494876-rust_src@1348 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1349 0116351e-01fd-46a3-8c09-64bf5bb0948b merged helks branch ( helk -- do not merge this commit to your branch ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1350 0116351e-01fd-46a3-8c09-64bf5bb0948b helk, you *should* merge this to your branch ( so you dont need to deal with not committing these every time. ) these are all only property changes, as in they do not change any code. git-svn-id: https://garryshomepc/svn/494876-rust_src@1351 0116351e-01fd-46a3-8c09-64bf5bb0948b removed logs. git-svn-id: https://garryshomepc/svn/494876-rust_src@1352 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix to client missing nav mesh errors whenever there is a boar or wolf. ( needs testing ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1353 0116351e-01fd-46a3-8c09-64bf5bb0948b doh git-svn-id: https://garryshomepc/svn/494876-rust_src@1354 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed wild and crazy animal interpolation by limiting the surface normal and falling back to the right vector to rebuild the forward vector when it ( the forward vector ) is more parallel to the up ( than the right vector ) via the brand new overload TransformHelpers.LookRotationForcedUp(Quaternion,Vector3) git-svn-id: https://garryshomepc/svn/494876-rust_src@1355 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1356 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bullets damaging gates and gateways Fixed explosives not doing appropriate damage to gateways Slightly randomized supply drop position via smoke signals so its not always right ontop of the signal You can no longer place spike walls and gates too close to prefab building areas Increased cost of spike walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1357 0116351e-01fd-46a3-8c09-64bf5bb0948b Added transcarriers to various objects so explosives always deal the appropriate amount of damage git-svn-id: https://garryshomepc/svn/494876-rust_src@1358 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bullets damaging gates and gateways Fixed explosives not doing appropriate damage to gateways Slightly randomized supply drop position via smoke signals so its not always right ontop of the signal You can no longer place spike walls and gates too close to prefab building areas Increased cost of spike walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1359 0116351e-01fd-46a3-8c09-64bf5bb0948b Added transcarriers to various objects so explosives always deal the appropriate amount of damage git-svn-id: https://garryshomepc/svn/494876-rust_src@1360 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing script from helk git-svn-id: https://garryshomepc/svn/494876-rust_src@1361 0116351e-01fd-46a3-8c09-64bf5bb0948b water level fix. (P.S. WaterPlaneTrigger is obsolete and not used, was replaced by WaterLevel awhile back but some how waterplanetrigger came back.) git-svn-id: https://garryshomepc/svn/494876-rust_src@1362 0116351e-01fd-46a3-8c09-64bf5bb0948b Server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1363 0116351e-01fd-46a3-8c09-64bf5bb0948b added FitRequirements create these scriptable objects to make a set of instructions/conditions involving raycasting/checking which can be tested with a transform to validate a position. git-svn-id: https://garryshomepc/svn/494876-rust_src@1364 0116351e-01fd-46a3-8c09-64bf5bb0948b DeployableItemDataBlock now utilizes FitRequirements when there is a instance set to it. git-svn-id: https://garryshomepc/svn/494876-rust_src@1365 0116351e-01fd-46a3-8c09-64bf5bb0948b set up fit requirements for sleeping bag which should prevent people from placing them under rocks ( or anything else on the static / player clip layer ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1366 0116351e-01fd-46a3-8c09-64bf5bb0948b i've set players to spawn crouched again. This makes it harder to do spawn exploits git-svn-id: https://garryshomepc/svn/494876-rust_src@1367 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed kick not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1368 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed sleepers not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1369 0116351e-01fd-46a3-8c09-64bf5bb0948b raised the capsule check to work on flat surfaces ( accidentally had it below ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1370 0116351e-01fd-46a3-8c09-64bf5bb0948b Some missing files, and removed some debug.logs git-svn-id: https://garryshomepc/svn/494876-rust_src@1371 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1372 0116351e-01fd-46a3-8c09-64bf5bb0948b Increased decay time on gates/spike walls to 2 days Lowered melee damage on spike walls Spike walls are slightly larger added death effects to spike walls Can no longer place boxes on spike walls to jump over them Structures can no longer be placed near prefab buildings either Foundations can't be placed near spike walls (should help with building griefing Shooting an arrow at a spike wall will no longer damage you Spike walls now have a death effect Metal Doors are now a default blueprint lowered drop chance of signal grenades to 7% git-svn-id: https://garryshomepc/svn/494876-rust_src@1373 0116351e-01fd-46a3-8c09-64bf5bb0948b Large spike walls no longer allowed on buildings git-svn-id: https://garryshomepc/svn/494876-rust_src@1374 0116351e-01fd-46a3-8c09-64bf5bb0948b Increased decay time on gates/spike walls to 2 days Lowered melee damage on spike walls Spike walls are slightly larger added death effects to spike walls Can no longer place boxes on spike walls to jump over them Structures can no longer be placed near prefab buildings either Foundations can't be placed near spike walls (should help with building griefing Shooting an arrow at a spike wall will no longer damage you Spike walls now have a death effect Metal Doors are now a default blueprint lowered drop chance of signal grenades to 7% Large spike walls can no longer be placed on structures git-svn-id: https://garryshomepc/svn/494876-rust_src@1375 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated menu logo to new one git-svn-id: https://garryshomepc/svn/494876-rust_src@1376 0116351e-01fd-46a3-8c09-64bf5bb0948b Server versions now use Rust.Defines.Connection.protocol exclusively Serverlist only lists servers matching Rust.Defines.Connection.protocol So now dev will only show servers that are hosting the dev version - assuming that Rust.Defines.Connection.protocol has been changed! git-svn-id: https://garryshomepc/svn/494876-rust_src@1377 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1378 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1379 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1380 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed grenades not colliding with doors fixed shelters not destroying attached doors increased resources required to repair spike walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1381 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1382 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed grenades not colliding with doors fixed shelters not destroying attached doors increased resources required to repair spike walls git-svn-id: https://garryshomepc/svn/494876-rust_src@1383 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed flashlights/lasers being stuck on. went through tangle town and found the problem. git-svn-id: https://garryshomepc/svn/494876-rust_src@1384 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed the annoying issues with 'too many culling layers for lights' log when flashlight mod is on. git-svn-id: https://garryshomepc/svn/494876-rust_src@1385 0116351e-01fd-46a3-8c09-64bf5bb0948b made the tree lighting fix less sensitive in detecting camera changes. git-svn-id: https://garryshomepc/svn/494876-rust_src@1386 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed visualization of fit requirements for check capsule git-svn-id: https://garryshomepc/svn/494876-rust_src@1387 0116351e-01fd-46a3-8c09-64bf5bb0948b fix: linux cursor bug * most of these file changes just add a single line now that LockCursorManager is inside the Facepunch.Cursor namespace * linux defaults without lockCursor support. moved the massive LockCursorManager.cs out to dll where its in multiple files cursor.lock true/false ( enables/disables locking of cursor ) cursor.recenter true/false ( centers cursor when the game (non-menu) gets focus ) cursor.uncenter true/false ( centers cursor when the game loses focus to a menu ) everything but linux defaults: true,true,false linux default: false,true,true git-svn-id: https://garryshomepc/svn/494876-rust_src@1388 0116351e-01fd-46a3-8c09-64bf5bb0948b the dll for Facepunch.Cursor ( previously, one massive LockCursorManager.cs ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1389 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with wildlife not being able to be harvested under some conditions made falldamage slightly less brutal Spike walls can't be placed too close to doors Foundations can't be placed too close to spike walls When a server restarts, objects should show the proper amount of health git-svn-id: https://garryshomepc/svn/494876-rust_src@1390 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing files git-svn-id: https://garryshomepc/svn/494876-rust_src@1391 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1392 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bug with wildlife not being able to be harvested under some conditions made falldamage slightly less brutal Spike walls can't be placed too close to doors Foundations can't be placed too close to spike walls When a server restarts, objects should show the proper amount of health git-svn-id: https://garryshomepc/svn/494876-rust_src@1393 0116351e-01fd-46a3-8c09-64bf5bb0948b tuned up the spikes fit requirements ( separately ) and incremented protocol. git-svn-id: https://garryshomepc/svn/494876-rust_src@1394 0116351e-01fd-46a3-8c09-64bf5bb0948b bigger fit test for bags. git-svn-id: https://garryshomepc/svn/494876-rust_src@1395 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed servers appearing twice Added official server List Can make servers appear on official list by starting with -official jgue7gopb (see comments) git-svn-id: https://garryshomepc/svn/494876-rust_src@1396 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1397 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1398 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1399 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1400 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1401 0116351e-01fd-46a3-8c09-64bf5bb0948b Scene didn't save (!) git-svn-id: https://garryshomepc/svn/494876-rust_src@1402 0116351e-01fd-46a3-8c09-64bf5bb0948b This is a better place for this code.. git-svn-id: https://garryshomepc/svn/494876-rust_src@1403 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed offical servers showing up twice, like big dickheads git-svn-id: https://garryshomepc/svn/494876-rust_src@1404 0116351e-01fd-46a3-8c09-64bf5bb0948b This build is going to fail. Something must be messed up with meta files on jenkins. git-svn-id: https://garryshomepc/svn/494876-rust_src@1405 0116351e-01fd-46a3-8c09-64bf5bb0948b this will fix it. git-svn-id: https://garryshomepc/svn/494876-rust_src@1406 0116351e-01fd-46a3-8c09-64bf5bb0948b whenever someone connects, disconnects at the END of that 'frame' Rust.Steam.Server.OnPlayerCountChanged is invoked. *overkill* 1. a second sending of the player count change occurs at the END of the next frame as well 2. all existing calls to Rust.Steam.Server.OnPlayerCountChanged still exist to be there. git-svn-id: https://garryshomepc/svn/494876-rust_src@1407 0116351e-01fd-46a3-8c09-64bf5bb0948b added a overloads to TakeDamage.Kill and TakeDamage.KillSelf which doesn't require the out DamageEvent parameter. ( I'm guessing is why theres code that does .Hurt( this, this, health * 2 ); ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1408 0116351e-01fd-46a3-8c09-64bf5bb0948b the removal and adding of waterlevel.cs and .meta fixed water level issues. removing the log in OnDestroy of WaterLevel.cs now. git-svn-id: https://garryshomepc/svn/494876-rust_src@1409 0116351e-01fd-46a3-8c09-64bf5bb0948b edit to Facepunch.Cursor.dll added UnlockCursorFlag.AllowSubsetOfKeys for cursor unlock nodes that want to keep a subset of keys active [number buttons in RPOS] git-svn-id: https://garryshomepc/svn/494876-rust_src@1410 0116351e-01fd-46a3-8c09-64bf5bb0948b fix: Typing in chat doesn't swallow keys and you move around and pull up items/activate doors chat does use a UnlockCursorNode now, and inventory buttons only work in game or within RPOS. git-svn-id: https://garryshomepc/svn/494876-rust_src@1411 0116351e-01fd-46a3-8c09-64bf5bb0948b missed these git-svn-id: https://garryshomepc/svn/494876-rust_src@1412 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side Lowered weapon lootbox rate Lowered spawn rate of loot boxes Lowered spawn rate of resources in H-Valley Spikes only block foundations from being placed now (not pillars etc) Fixed bug where you wouldn't always take damage from attacking a spike wall with melee You no longer auto-heal from a camp fire if you have taken damage recently Added cooldown to hostile wildlife chasing you Fixed players not showing blood effects Added grass displacement to spike walls etc git-svn-id: https://garryshomepc/svn/494876-rust_src@1413 0116351e-01fd-46a3-8c09-64bf5bb0948b TODO: Switch to trunk next time instead of branch, derp Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side Lowered weapon lootbox rate Lowered spawn rate of loot boxes Lowered spawn rate of resources in H-Valley Spikes only block foundations from being placed now (not pillars etc) Fixed bug where you wouldn't always take damage from attacking a spike wall with melee You no longer auto-heal from a camp fire if you have taken damage recently Added cooldown to hostile wildlife chasing you Fixed players not showing blood effects Added grass displacement to spike walls, sleepers, etc git-svn-id: https://garryshomepc/svn/494876-rust_src@1414 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1415 0116351e-01fd-46a3-8c09-64bf5bb0948b Undid my last commit git-svn-id: https://garryshomepc/svn/494876-rust_src@1416 0116351e-01fd-46a3-8c09-64bf5bb0948b TODO: Switch to trunk next time instead of branch, derp Boxes can no longer be placed so close to walls that they peek through and can be looted from the other side Lowered weapon lootbox rate Lowered spawn rate of loot boxes Lowered spawn rate of resources in H-Valley Spikes only block foundations from being placed now (not pillars etc) Fixed bug where you wouldn't always take damage from attacking a spike wall with melee You no longer auto-heal from a camp fire if you have taken damage recently Added cooldown to hostile wildlife chasing you Fixed players not showing blood effects Added grass displacement to spike walls, sleepers, etc git-svn-id: https://garryshomepc/svn/494876-rust_src@1417 0116351e-01fd-46a3-8c09-64bf5bb0948b Finally, a temp fix for the frozen movement with placing components. git-svn-id: https://garryshomepc/svn/494876-rust_src@1418 0116351e-01fd-46a3-8c09-64bf5bb0948b temp fix for env.forecast git-svn-id: https://garryshomepc/svn/494876-rust_src@1419 0116351e-01fd-46a3-8c09-64bf5bb0948b server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1420 0116351e-01fd-46a3-8c09-64bf5bb0948b maybe a player count fix? git-svn-id: https://garryshomepc/svn/494876-rust_src@1421 0116351e-01fd-46a3-8c09-64bf5bb0948b Updating to steam latest binaries git-svn-id: https://garryshomepc/svn/494876-rust_src@1422 0116351e-01fd-46a3-8c09-64bf5bb0948b respawn-pre-ready dupe/exploit quick fix. git-svn-id: https://garryshomepc/svn/494876-rust_src@1423 0116351e-01fd-46a3-8c09-64bf5bb0948b Add player counts to tags git-svn-id: https://garryshomepc/svn/494876-rust_src@1424 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1425 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1426 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1427 0116351e-01fd-46a3-8c09-64bf5bb0948b Popups are no longer rotated (helk didn't like) Information popup on disconnect/connection fail git-svn-id: https://garryshomepc/svn/494876-rust_src@1428 0116351e-01fd-46a3-8c09-64bf5bb0948b if player counts are in server tags - use them git-svn-id: https://garryshomepc/svn/494876-rust_src@1429 0116351e-01fd-46a3-8c09-64bf5bb0948b forcing a server update - so we will fix player counts once and for all git-svn-id: https://garryshomepc/svn/494876-rust_src@1430 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1431 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1432 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1433 0116351e-01fd-46a3-8c09-64bf5bb0948b Summary at the bottom of the server refresh page git-svn-id: https://garryshomepc/svn/494876-rust_src@1434 0116351e-01fd-46a3-8c09-64bf5bb0948b Bolt rifle complete w/ animations git-svn-id: https://garryshomepc/svn/494876-rust_src@1435 0116351e-01fd-46a3-8c09-64bf5bb0948b Files for the patrol helicopter ( without weapons). git-svn-id: https://garryshomepc/svn/494876-rust_src@1436 0116351e-01fd-46a3-8c09-64bf5bb0948b Small heli fixes. git-svn-id: https://garryshomepc/svn/494876-rust_src@1437 0116351e-01fd-46a3-8c09-64bf5bb0948b boltrifle audio git-svn-id: https://garryshomepc/svn/494876-rust_src@1438 0116351e-01fd-46a3-8c09-64bf5bb0948b Oops this shouldn't be in here git-svn-id: https://garryshomepc/svn/494876-rust_src@1439 0116351e-01fd-46a3-8c09-64bf5bb0948b added multireload placeholder on boltrifle git-svn-id: https://garryshomepc/svn/494876-rust_src@1440 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge Fixed bug with godmode git-svn-id: https://garryshomepc/svn/494876-rust_src@1441 0116351e-01fd-46a3-8c09-64bf5bb0948b doubled send and receive socket buffer sizes ( - 1 byte, cause ulink had it set to 131071 ( which is 1 byte less than 131072 (128kb) ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1442 0116351e-01fd-46a3-8c09-64bf5bb0948b added server.sendbuffer and server.receivebuffer convars so we don't have to do a rebuild if the buffer size isnt suited for 256 slot servers. git-svn-id: https://garryshomepc/svn/494876-rust_src@1443 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed major lagspike with resources respawning git-svn-id: https://garryshomepc/svn/494876-rust_src@1444 0116351e-01fd-46a3-8c09-64bf5bb0948b Trunk Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@1445 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed major lagspike with resources respawning fixed admins sometimes taking damage with godmode on git-svn-id: https://garryshomepc/svn/494876-rust_src@1446 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed spawn stagger to be used in invoke repeating git-svn-id: https://garryshomepc/svn/494876-rust_src@1447 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam Screenshots hookings git-svn-id: https://garryshomepc/svn/494876-rust_src@1448 0116351e-01fd-46a3-8c09-64bf5bb0948b linux missing dlls git-svn-id: https://garryshomepc/svn/494876-rust_src@1449 0116351e-01fd-46a3-8c09-64bf5bb0948b censorship shader/material git-svn-id: https://garryshomepc/svn/494876-rust_src@1450 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated steam dlls git-svn-id: https://garryshomepc/svn/494876-rust_src@1451 0116351e-01fd-46a3-8c09-64bf5bb0948b Censorship test. This includes a hack on the skybox camera to let us use refraction in the main scene. Censoring is enabled by default. I need to make it so that if it's switched off - it switches on when we take a screenshot (for Valve) git-svn-id: https://garryshomepc/svn/494876-rust_src@1452 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1453 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1454 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed censor drawing on models that aren't censored Removed unused code git-svn-id: https://garryshomepc/svn/494876-rust_src@1455 0116351e-01fd-46a3-8c09-64bf5bb0948b Help diagnose linux startup issue git-svn-id: https://garryshomepc/svn/494876-rust_src@1456 0116351e-01fd-46a3-8c09-64bf5bb0948b handling exceptions uLink does not so it wont completely screw up our tracking of network culling. going to be testing this on the dev server. git-svn-id: https://garryshomepc/svn/494876-rust_src@1457 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed (hopefully) the issue with clientconnect existing past failure to connect. git-svn-id: https://garryshomepc/svn/494876-rust_src@1458 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam client logging - to help debug linux crashing git-svn-id: https://garryshomepc/svn/494876-rust_src@1459 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing files. Probably not used.. right? git-svn-id: https://garryshomepc/svn/494876-rust_src@1460 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1461 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1462 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1463 0116351e-01fd-46a3-8c09-64bf5bb0948b Rolling back steamworks sdk.. to see if that helps with linux crash git-svn-id: https://garryshomepc/svn/494876-rust_src@1464 0116351e-01fd-46a3-8c09-64bf5bb0948b These too git-svn-id: https://garryshomepc/svn/494876-rust_src@1465 0116351e-01fd-46a3-8c09-64bf5bb0948b Newlines logging git-svn-id: https://garryshomepc/svn/494876-rust_src@1466 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1467 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1468 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1469 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1470 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1471 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1472 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1473 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1474 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1475 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1476 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1477 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed truth detector git-svn-id: https://garryshomepc/svn/494876-rust_src@1478 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated Unity to latest, these files changed git-svn-id: https://garryshomepc/svn/494876-rust_src@1479 0116351e-01fd-46a3-8c09-64bf5bb0948b No longer needed or used git-svn-id: https://garryshomepc/svn/494876-rust_src@1480 0116351e-01fd-46a3-8c09-64bf5bb0948b Put truth detector back git-svn-id: https://garryshomepc/svn/494876-rust_src@1481 0116351e-01fd-46a3-8c09-64bf5bb0948b Truth detector, reduced debug output, defaulted to on git-svn-id: https://garryshomepc/svn/494876-rust_src@1482 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted censorship changes git-svn-id: https://garryshomepc/svn/494876-rust_src@1483 0116351e-01fd-46a3-8c09-64bf5bb0948b Censored by default git-svn-id: https://garryshomepc/svn/494876-rust_src@1484 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed Metal Doors not setting their rotation properly Shelters can be placed closer together than they used to be able to Grenades have a smaller radius, do less damage, and are harder to craft Deployables placed on inside (new) shelters should no longer destroy when the shelter is destroyed git-svn-id: https://garryshomepc/svn/494876-rust_src@1485 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some missing death effects for shelters and doors Should be easier to squeeze sleeping bags into shelters now Spike walls can be placed closer together, you can overlap them a little bit now You can now right click to rotate structures for the 5 users without mousewheels :) Changed chat bind to 'Return' instead of 'Enter' due to unity change git-svn-id: https://garryshomepc/svn/494876-rust_src@1486 0116351e-01fd-46a3-8c09-64bf5bb0948b Update DFGUI to latest git-svn-id: https://garryshomepc/svn/494876-rust_src@1487 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed chat lines wrapping git-svn-id: https://garryshomepc/svn/494876-rust_src@1488 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading the revolver. has no bullet or casing yet git-svn-id: https://garryshomepc/svn/494876-rust_src@1489 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed disconnect button showing on menu always git-svn-id: https://garryshomepc/svn/494876-rust_src@1490 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed shotguns not damaging deployables Servers can now specify a minimum amount of players for airdrops to occur ( default 40 ) Servers can specify decay rates Beefed up explosion effect git-svn-id: https://garryshomepc/svn/494876-rust_src@1491 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed up some useless names git-svn-id: https://garryshomepc/svn/494876-rust_src@1492 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed key bind clicking not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1493 0116351e-01fd-46a3-8c09-64bf5bb0948b updated gun mesh and normals with extra geo. Also added a base diffuse. git-svn-id: https://garryshomepc/svn/494876-rust_src@1494 0116351e-01fd-46a3-8c09-64bf5bb0948b New death screen git-svn-id: https://garryshomepc/svn/494876-rust_src@1495 0116351e-01fd-46a3-8c09-64bf5bb0948b Added console command for servers to enable or disable chat logging (chat.serverlog true/false) Decay convar sanity check git-svn-id: https://garryshomepc/svn/494876-rust_src@1496 0116351e-01fd-46a3-8c09-64bf5bb0948b This should fix helk's convar problems that he won't shut up about git-svn-id: https://garryshomepc/svn/494876-rust_src@1497 0116351e-01fd-46a3-8c09-64bf5bb0948b added ExplosionHelper.OverlapExplosionUnique which returns a array of surfaces ordered by smallest distance whom never share the same IDMain. git-svn-id: https://garryshomepc/svn/494876-rust_src@1498 0116351e-01fd-46a3-8c09-64bf5bb0948b fire+reload singleshot anim for boltrifle git-svn-id: https://garryshomepc/svn/494876-rust_src@1499 0116351e-01fd-46a3-8c09-64bf5bb0948b new reload sounds blt rifle git-svn-id: https://garryshomepc/svn/494876-rust_src@1500 0116351e-01fd-46a3-8c09-64bf5bb0948b boltrifle silenced sfx git-svn-id: https://garryshomepc/svn/494876-rust_src@1501 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed some serverside performance issues Fixed explosive charges not dealing direct damage to structure components - They will now deal their damage regardless of their position relative to what they are placed directly on Fixed explosions doing too much damage to things with compound colliders (shelters namely) Fixed weapon animations while aiming for some weapons (Shotgun) Kevlar is harder to produce Increased headshot damage multiplier Added Bolt Action Rifle Weapons reload automatically if you try and fire them empty Added aim sway to some weapons, experimental Added a small 'lazy aim' cone for weapons Added bolt action rifle Made ammo much harder to craft git-svn-id: https://garryshomepc/svn/494876-rust_src@1502 0116351e-01fd-46a3-8c09-64bf5bb0948b Increased protocol version Start with bolt action rifle blueprint (temp) Removed lazy angle on pipe shotgun git-svn-id: https://garryshomepc/svn/494876-rust_src@1503 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed death text git-svn-id: https://garryshomepc/svn/494876-rust_src@1504 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed possible reason for refresh button not working git-svn-id: https://garryshomepc/svn/494876-rust_src@1505 0116351e-01fd-46a3-8c09-64bf5bb0948b Should fix disconnect button not showing git-svn-id: https://garryshomepc/svn/494876-rust_src@1506 0116351e-01fd-46a3-8c09-64bf5bb0948b Give us some errors when steam auth fails, so we know what's happening. git-svn-id: https://garryshomepc/svn/494876-rust_src@1507 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1508 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1509 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1510 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1511 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1512 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1513 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1514 0116351e-01fd-46a3-8c09-64bf5bb0948b door fixes. no more flying, no more inside exploit git-svn-id: https://garryshomepc/svn/494876-rust_src@1515 0116351e-01fd-46a3-8c09-64bf5bb0948b bolt action rifle tunage. git-svn-id: https://garryshomepc/svn/494876-rust_src@1516 0116351e-01fd-46a3-8c09-64bf5bb0948b Research Kits are now one-time use Removed some useless logs git-svn-id: https://garryshomepc/svn/494876-rust_src@1517 0116351e-01fd-46a3-8c09-64bf5bb0948b Made bolt action rifle harder to craft Lowered bolt action rifle range and damage Adjusted specular on bolt action rifle Increased bolt action rifle texture size git-svn-id: https://garryshomepc/svn/494876-rust_src@1518 0116351e-01fd-46a3-8c09-64bf5bb0948b Can't place boxes on yourself anymore Can't place furnace on yourself anymore Made crafting small stashes easier Large spike walls deal more damage git-svn-id: https://garryshomepc/svn/494876-rust_src@1519 0116351e-01fd-46a3-8c09-64bf5bb0948b Added dryfire sounds to weapons Removed auto-reload when empty (was stupid) git-svn-id: https://garryshomepc/svn/494876-rust_src@1520 0116351e-01fd-46a3-8c09-64bf5bb0948b Wolves and bears will run closer to you than they used to (walking backwards still broken) git-svn-id: https://garryshomepc/svn/494876-rust_src@1521 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam authentication 'fix' git-svn-id: https://garryshomepc/svn/494876-rust_src@1522 0116351e-01fd-46a3-8c09-64bf5bb0948b Added popup notice for entire server git-svn-id: https://garryshomepc/svn/494876-rust_src@1523 0116351e-01fd-46a3-8c09-64bf5bb0948b Can't use food as often Can't use medkits within 5 seconds of taking damage Fixed exploit for placing deployables in mid air Missing dryfire sounds Spikewall does a bonus amount of reflect damage git-svn-id: https://garryshomepc/svn/494876-rust_src@1524 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed bandage delay after taking damage, was broken git-svn-id: https://garryshomepc/svn/494876-rust_src@1525 0116351e-01fd-46a3-8c09-64bf5bb0948b Added EndAuthSession git-svn-id: https://garryshomepc/svn/494876-rust_src@1526 0116351e-01fd-46a3-8c09-64bf5bb0948b Added g_DebugAuthCount debug var so we can make sure everything is functioning properly. "Active Auth Count" should always match the amount of active players on the server. If it doesn't then we aren't calling BeginAuthSession the same amount of times as SteamServer_UserLeave - Which we should! git-svn-id: https://garryshomepc/svn/494876-rust_src@1527 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1528 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1529 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1530 0116351e-01fd-46a3-8c09-64bf5bb0948b If we have "-nosteam" on command line, skip steam auth git-svn-id: https://garryshomepc/svn/494876-rust_src@1531 0116351e-01fd-46a3-8c09-64bf5bb0948b Should be no need to sanitize names/chat Refresh button should be fixed git-svn-id: https://garryshomepc/svn/494876-rust_src@1532 0116351e-01fd-46a3-8c09-64bf5bb0948b Should fix death reasons being one death off all the time git-svn-id: https://garryshomepc/svn/494876-rust_src@1533 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1534 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1535 0116351e-01fd-46a3-8c09-64bf5bb0948b Forgot to remove this comment. Might have a dramatic effect. git-svn-id: https://garryshomepc/svn/494876-rust_src@1536 0116351e-01fd-46a3-8c09-64bf5bb0948b This is a void, not a bool. git-svn-id: https://garryshomepc/svn/494876-rust_src@1537 0116351e-01fd-46a3-8c09-64bf5bb0948b Hack, close the auth session as soon as it returns git-svn-id: https://garryshomepc/svn/494876-rust_src@1538 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1539 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1540 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1541 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed Dispose ultimately not being invoked, thus not calling SteamServer_UserLeave. fixed the timeout routine probably not running correctly and causing a invalid count of retain. Dispose now disposes, always. NetUser calls Delete() on the Connector in it's dispose which stops all routines and disposes. Tested throughly locally and about to test it on dev. ( keeping track of calls to OnUserLeave, still has the fix garry put in on librust but it should provide enough data to determin if its all good now. ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1542 0116351e-01fd-46a3-8c09-64bf5bb0948b some more changes to test, always calling OnUserLeave in OnSteamAuthorization unless status == "ok" and Approve() == true git-svn-id: https://garryshomepc/svn/494876-rust_src@1543 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for when server is full. ( i hope ) uLink still runs uLink_OnPlayerApproval when the server is full, basically leaving user tickets intact. Ideally, checking the approval status after calling approve for.. not approved.. will fix it. git-svn-id: https://garryshomepc/svn/494876-rust_src@1544 0116351e-01fd-46a3-8c09-64bf5bb0948b removed an annoying log git-svn-id: https://garryshomepc/svn/494876-rust_src@1545 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for when server is full. ( i hope, again ) Turns out that uLink keeps Status to Approved even if uLink_OnPlayerConnected is not going to be called. So i put a timeout in place from the call to Approve() to uLink_OnPlayerConnected ( currently 15 seconds ). When that timeout elapses the connector is deleted. I have to test this on dev, since its pretty hard to fill my own local server Also SteamConnector uses a finalizer now, just incase something screwed up happens and it manages to be garbage collected without calling OnUserLeave first. git-svn-id: https://garryshomepc/svn/494876-rust_src@1546 0116351e-01fd-46a3-8c09-64bf5bb0948b The max player count check was in the wrong place ( it was off by default anyways ) Added NetError.Facepunch_Approval_TooManyConnectedPlayersNow for when that check above is on ( when someone started approval on a not-full server where by the time it was approved its full ), just so we can track the difference. Also forgot to #if SERVER the threadsafe code. git-svn-id: https://garryshomepc/svn/494876-rust_src@1547 0116351e-01fd-46a3-8c09-64bf5bb0948b mostly fixed the issue, though since the fix in previously does allow, technically a brief moment of having connecting player count > max player count as far as steam is concerned this fix ducks out of approval based on the connection count + num approvals in wait + num approvals approved without the player fully yet connected. Also removed some code from NetConnector+Registry that was moved to NetConnector+ThreadSafe and am calling into cycle of ThreadSafe proper now. git-svn-id: https://garryshomepc/svn/494876-rust_src@1548 0116351e-01fd-46a3-8c09-64bf5bb0948b Counting number of times Rust.Steam.Server.StartUserAuth returned false just for testing purposes git-svn-id: https://garryshomepc/svn/494876-rust_src@1549 0116351e-01fd-46a3-8c09-64bf5bb0948b added gfx console system gfx.all (true/false) enables or disables all image effects gfx.ssaa (true/false) enables or disables screen space AA gfx.bloom (true/false) enables or disables bloom and flares gfx.grain (true/false) enables or disables noise grain gfx.shafts (true/false) enables or disables god rays these are there, but afaik we don't use them yet: gfx.tonemap for tonemapping gfx.ssao for ssao git-svn-id: https://garryshomepc/svn/494876-rust_src@1550 0116351e-01fd-46a3-8c09-64bf5bb0948b added ServerManagement.ResyncronizeClientClock ( on server ) to tell a client ( thru RPC ) to resyncronize their clock. git-svn-id: https://garryshomepc/svn/494876-rust_src@1551 0116351e-01fd-46a3-8c09-64bf5bb0948b when rpc dropping starts/is picked up upon we now tell the client to resyncronize its clock. This does not solve the issue with client clock drifting, but it will help git-svn-id: https://garryshomepc/svn/494876-rust_src@1552 0116351e-01fd-46a3-8c09-64bf5bb0948b reimport of player and zombies. This could fix falling through the ground, since it seems to be a jenkins only build issue. git-svn-id: https://garryshomepc/svn/494876-rust_src@1553 0116351e-01fd-46a3-8c09-64bf5bb0948b added server.log to set min log level for uLink's NetworkLog added server.setlog to set a log level to flags ( i think this is how it works ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1554 0116351e-01fd-46a3-8c09-64bf5bb0948b increased protocol increased bolt action drops git-svn-id: https://garryshomepc/svn/494876-rust_src@1555 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1556 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1557 0116351e-01fd-46a3-8c09-64bf5bb0948b using uLink 1.5.5 + incremented protocol because it is incompatible with prior versions. rebuilt our assemblies linking it and the latest unity (4.3.2) as well. completely untested other than checking if it compiles git-svn-id: https://garryshomepc/svn/494876-rust_src@1558 0116351e-01fd-46a3-8c09-64bf5bb0948b Another update to uLink. This one makes the ddos impact much smaller and should be set to live. git-svn-id: https://garryshomepc/svn/494876-rust_src@1559 0116351e-01fd-46a3-8c09-64bf5bb0948b Chat line is white git-svn-id: https://garryshomepc/svn/494876-rust_src@1560 0116351e-01fd-46a3-8c09-64bf5bb0948b Server list reboot WIP. Functioning properly, just missing pagination + code clean pass. git-svn-id: https://garryshomepc/svn/494876-rust_src@1561 0116351e-01fd-46a3-8c09-64bf5bb0948b Server fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1562 0116351e-01fd-46a3-8c09-64bf5bb0948b Server browser pagnation git-svn-id: https://garryshomepc/svn/494876-rust_src@1563 0116351e-01fd-46a3-8c09-64bf5bb0948b vsign/rustkey git-svn-id: https://garryshomepc/svn/494876-rust_src@1564 0116351e-01fd-46a3-8c09-64bf5bb0948b revert this later, and hopefully this compiles Aidin is requesting the timestamp of when the servers go unresponsive. git-svn-id: https://garryshomepc/svn/494876-rust_src@1565 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1566 0116351e-01fd-46a3-8c09-64bf5bb0948b need seconds in time stamp git-svn-id: https://garryshomepc/svn/494876-rust_src@1567 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1568 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1569 0116351e-01fd-46a3-8c09-64bf5bb0948b bah revert this again later, cannot redirect console output to get the time stamps of frozen times. git-svn-id: https://garryshomepc/svn/494876-rust_src@1570 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1571 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed server browser not showing last page Fixed server browser having gaps of missing servers at the top sometimes Fixed page number not resetting when changing categories git-svn-id: https://garryshomepc/svn/494876-rust_src@1572 0116351e-01fd-46a3-8c09-64bf5bb0948b Made death screen animate in a faster git-svn-id: https://garryshomepc/svn/494876-rust_src@1573 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing hack - because it stops VAC from working git-svn-id: https://garryshomepc/svn/494876-rust_src@1574 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1575 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1576 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1577 0116351e-01fd-46a3-8c09-64bf5bb0948b reverted my temp changes to librust git-svn-id: https://garryshomepc/svn/494876-rust_src@1578 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1579 0116351e-01fd-46a3-8c09-64bf5bb0948b OnUserLeave will be called no more than the amount of times StartUserAuth has been called ( and did not throw exception ). Set console variable defaults to - issue off OnUserLeave on failed attempts to StartUserAuth ( that did not throw ) - pull a net connector out of the working set when it times out. git-svn-id: https://garryshomepc/svn/494876-rust_src@1580 0116351e-01fd-46a3-8c09-64bf5bb0948b i guess we still need this in for now git-svn-id: https://garryshomepc/svn/494876-rust_src@1581 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1582 0116351e-01fd-46a3-8c09-64bf5bb0948b logging of framerate optional now ( per request ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1583 0116351e-01fd-46a3-8c09-64bf5bb0948b updated to the current ( now obscured ) uLink in testing ( which is what all our servers are now running ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1584 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated protocol to 1060 git-svn-id: https://garryshomepc/svn/494876-rust_src@1585 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for the latest 3rd attack. git-svn-id: https://garryshomepc/svn/494876-rust_src@1586 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for last fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1587 0116351e-01fd-46a3-8c09-64bf5bb0948b increased protocol git-svn-id: https://garryshomepc/svn/494876-rust_src@1588 0116351e-01fd-46a3-8c09-64bf5bb0948b reverting changes for current fix so we can mark live as the old version which should be compatible still with the fix ( to hide what aidin changed by request ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1589 0116351e-01fd-46a3-8c09-64bf5bb0948b again, the uLink fix from before ( which now is hidden from client builds ) -- I've disabled the Rust - Upload Client via SteamPipe task on jenkins for now to avoid it going to the dev client git-svn-id: https://garryshomepc/svn/494876-rust_src@1590 0116351e-01fd-46a3-8c09-64bf5bb0948b added command "objects.prefabs" to count and list all network view prefabs in the world. (Server only) git-svn-id: https://garryshomepc/svn/494876-rust_src@1591 0116351e-01fd-46a3-8c09-64bf5bb0948b Added in this log message when GiveAllTo is called. The only thing utilizing this peice of code is the old work bench and a RPC that should no longer be used ( TakeAll in LootableObject.cs ) Its also the only thing i can think of that would actually move an item from a box to a inventory server side ( besides manually dragging ). So i'm guessing the exploit for duping originates here, and we should be able to find out fairly quick if that is the case. git-svn-id: https://garryshomepc/svn/494876-rust_src@1592 0116351e-01fd-46a3-8c09-64bf5bb0948b this should stop the exception after truth violations. git-svn-id: https://garryshomepc/svn/494876-rust_src@1593 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for compiling client locally ( where we would be switching from compiling server ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1594 0116351e-01fd-46a3-8c09-64bf5bb0948b Let a NRE be thrown when a non navmesh bundle is missing. Stops people from deleting bundles containing collision data. Technically they can still alter their manifest file to not load them, but an easy fix would be to put the manifest itself in a bundle later. I didn't go as far to put the CRC check in because with people being able to manipulate the manifest as is, it'd be pretty pointless. git-svn-id: https://garryshomepc/svn/494876-rust_src@1595 0116351e-01fd-46a3-8c09-64bf5bb0948b aha yea found the dupe. keeping it in for now and logging all people who use it to file. git-svn-id: https://garryshomepc/svn/494876-rust_src@1596 0116351e-01fd-46a3-8c09-64bf5bb0948b manually calling OnUserLeave with our timeout since it seems like it can take forever to steam to call canceled. git-svn-id: https://garryshomepc/svn/494876-rust_src@1597 0116351e-01fd-46a3-8c09-64bf5bb0948b added to string function for steam connector. git-svn-id: https://garryshomepc/svn/494876-rust_src@1598 0116351e-01fd-46a3-8c09-64bf5bb0948b turning the takeall dupe off by default. git-svn-id: https://garryshomepc/svn/494876-rust_src@1599 0116351e-01fd-46a3-8c09-64bf5bb0948b updated uLink version from aidin which helps reduce impact from the subset of internal rpcsto the server from unconnected sources. to run the server allowing for the old unconnected rpcs you use -lan ( otherwise they are now off ) aidin also added the ability to look up the ip of the connecting client over approval. so i've logged that in. git-svn-id: https://garryshomepc/svn/494876-rust_src@1600 0116351e-01fd-46a3-8c09-64bf5bb0948b removed the exploits console system. Instead transfered that off to cheaters.cs (console system) Removed the content of the bugged and otherwise not used unless your using a cheat tool - TakeAll rpc of LootableObject git-svn-id: https://garryshomepc/svn/494876-rust_src@1601 0116351e-01fd-46a3-8c09-64bf5bb0948b Simple RCON Brute force protection - kick when invalid git-svn-id: https://garryshomepc/svn/494876-rust_src@1602 0116351e-01fd-46a3-8c09-64bf5bb0948b After going over steamworks documentation and going over the connection logs throughly. I do think that these changes to NetConnector/SteamConnector are proper. Steam does send us "cancelled" when a user who is timed out but still on the server prior to any attempt to reconnect. And if i understand the documentation right, that means we should be kicking that user out and canceling its connection entirely, which this attempts to do. What was happening before is: A -Start:ok, count ++ (1) A --OnAuth:ok, create user A ---Logged in, nothing else on server to kick. B -Start:ok, count ++ (2) A --OnAuth:cancelled, count -- (1) B --OnAuth:ok, call to OnUserLeave B ---Logged in, kicking old timed out instance, count -- (0) so basically, we either end up needing to kick the old player out when steam tells us to, or ignore the cancelled message. But cancelled can be used prior to user creation so its really only one option. I'll be testing this on dev 1 git-svn-id: https://garryshomepc/svn/494876-rust_src@1603 0116351e-01fd-46a3-8c09-64bf5bb0948b handling canceled for approved connections before those who are awaiting when exists. git-svn-id: https://garryshomepc/svn/494876-rust_src@1604 0116351e-01fd-46a3-8c09-64bf5bb0948b one more alteration, if any connection gets canceled from a user, throw out any approved connections as well as working/pending ones. git-svn-id: https://garryshomepc/svn/494876-rust_src@1605 0116351e-01fd-46a3-8c09-64bf5bb0948b users who disconnect steam while playing are now kicked after some time. --its another thing that was making the count wrong, similar to "cancelled" also avoided a second call to cancel git-svn-id: https://garryshomepc/svn/494876-rust_src@1606 0116351e-01fd-46a3-8c09-64bf5bb0948b (protocol breaking changes that have been put off until now) removed redundant data sent to inventory rpcs - source inventory, is always the inventory on the network view now and it is never rpc'd - each function that took a source and destination inventory with slot numbers now has a rpc that does not take a destination inventory for when the inventory the rpc is sent to represents the source and destination. - removed lots of overloads to do the same thing, simplifying merge vs. combine vs. move into one function with lightweight overloads to it. - replaced instances of SendCellUpdateToClient and SendCellUpdateToClientOwner with MarkSlotDirty ( which is all that it was doing originally, never used the target networkplayer ) - removed SendFullUpdateToClient which cheat programs work accessing through a RPC to get a listing of every inventory around their player. Replacement is private SendAllDataToClient - Added IsAnAuthorizedLooter(NetworkPlayer) to Inventory, Returns true when that person is either the owner or the looter of said inventory. Also added SendAllDataToAuthorizedLooter which checks and returns IsAnAuthorizedLooter ( after invoking SendAllDataToClient when so ). - Marked GiveAllTo as obsolete. Its broken and everything that uses it is also obsolete/unused. git-svn-id: https://garryshomepc/svn/494876-rust_src@1607 0116351e-01fd-46a3-8c09-64bf5bb0948b plugged lots of security holes with inventory. temporarily disabled dev server updating on jenkins while i test everything locally. git-svn-id: https://garryshomepc/svn/494876-rust_src@1608 0116351e-01fd-46a3-8c09-64bf5bb0948b added error for "loggedin" kick/denial, reduced text for nice strings on errors and use them with disconnect notice now. git-svn-id: https://garryshomepc/svn/494876-rust_src@1609 0116351e-01fd-46a3-8c09-64bf5bb0948b fix to timeout git-svn-id: https://garryshomepc/svn/494876-rust_src@1610 0116351e-01fd-46a3-8c09-64bf5bb0948b Game port and query port are on tcp/udp - so can be the same port. So lets default to the same. That way people only have to open one port. git-svn-id: https://garryshomepc/svn/494876-rust_src@1611 0116351e-01fd-46a3-8c09-64bf5bb0948b That was a big load of bullshit. git-svn-id: https://garryshomepc/svn/494876-rust_src@1612 0116351e-01fd-46a3-8c09-64bf5bb0948b turned off cheater logging and file writing by default, theres just too many hackers and it holds up everything to log/write git-svn-id: https://garryshomepc/svn/494876-rust_src@1613 0116351e-01fd-46a3-8c09-64bf5bb0948b RCON connection - opens on query port git-svn-id: https://garryshomepc/svn/494876-rust_src@1614 0116351e-01fd-46a3-8c09-64bf5bb0948b RCON C# Integration git-svn-id: https://garryshomepc/svn/494876-rust_src@1615 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1616 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1617 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1618 0116351e-01fd-46a3-8c09-64bf5bb0948b client fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1619 0116351e-01fd-46a3-8c09-64bf5bb0948b Official servers should be added to this list now, to show in the official tab. git-svn-id: https://garryshomepc/svn/494876-rust_src@1620 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1621 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1622 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1623 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1624 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1625 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1626 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1627 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for popups with research tool failures. git-svn-id: https://garryshomepc/svn/494876-rust_src@1628 0116351e-01fd-46a3-8c09-64bf5bb0948b Beefed up wateripe shotgun sound git-svn-id: https://garryshomepc/svn/494876-rust_src@1629 0116351e-01fd-46a3-8c09-64bf5bb0948b Lowered shadow distance in 'fantastic' - should help for the super jittery shadows due to rocks git-svn-id: https://garryshomepc/svn/494876-rust_src@1630 0116351e-01fd-46a3-8c09-64bf5bb0948b Reduced number of colliders wood shelter uses from 7 to 1 git-svn-id: https://garryshomepc/svn/494876-rust_src@1631 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebalanced some drop rates so explosive charges are more rare Made explosives require some metal to craft git-svn-id: https://garryshomepc/svn/494876-rust_src@1632 0116351e-01fd-46a3-8c09-64bf5bb0948b Quality slider should have more of an impact on FPS automatically below 50% git-svn-id: https://garryshomepc/svn/494876-rust_src@1633 0116351e-01fd-46a3-8c09-64bf5bb0948b Research Kit no longer requires paper and has random 1-3 uses git-svn-id: https://garryshomepc/svn/494876-rust_src@1634 0116351e-01fd-46a3-8c09-64bf5bb0948b Deployable objects produce fail results now (WIP) Removed garbage logs/comments git-svn-id: https://garryshomepc/svn/494876-rust_src@1635 0116351e-01fd-46a3-8c09-64bf5bb0948b Added metal window bars - default blueprint Fixed bug where doors could not be placed on shelters under some conditions and rotations git-svn-id: https://garryshomepc/svn/494876-rust_src@1636 0116351e-01fd-46a3-8c09-64bf5bb0948b Added metal window bar item and hardpoint support git-svn-id: https://garryshomepc/svn/494876-rust_src@1637 0116351e-01fd-46a3-8c09-64bf5bb0948b RCON now only gets responses to commands issued, instead of all responses RCON replies are flushed immediately - so they're in separate packets git-svn-id: https://garryshomepc/svn/494876-rust_src@1638 0116351e-01fd-46a3-8c09-64bf5bb0948b status command, now almost identical to Source's - with player count etc http://i.imgur.com/vtodOTD.png git-svn-id: https://garryshomepc/svn/494876-rust_src@1639 0116351e-01fd-46a3-8c09-64bf5bb0948b RCon server shuts down nicely for in editor stuff print rcon commands into the actual console Removed freezemonitor bloat git-svn-id: https://garryshomepc/svn/494876-rust_src@1640 0116351e-01fd-46a3-8c09-64bf5bb0948b rcon/admin commands - say - users - banlist - banlistex - listid Bans now store username/reason git-svn-id: https://garryshomepc/svn/494876-rust_src@1641 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1642 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1643 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some ray cast checks server side to ensure people cannot context/use things behind walls. The check is only done when these things are all true: - The contextual component resides on a game object with a collider on it. - The collider is not part of a rigidbody ( as in, rigidbodies that have contextuals on them ( like single item drop sacks ) don't run these tests ) It tries 3 raycasts in this order. - from eye to and past the closest point on bounds of the collider - from eye to the center of the bounds - from eye with eye forward using 15 meters. It should be a pretty cheap and suitable solution. git-svn-id: https://garryshomepc/svn/494876-rust_src@1644 0116351e-01fd-46a3-8c09-64bf5bb0948b more removal of client code on server via #if CLIENT and IContextRequestable and related interfaces are now also if'd out by their usage. Broke door code out to seperate files, and put some examples of menu usage. Also made sure RPC's that were meant for client side usage are not going to run on doors as well. note: i accidentally committed the door changes with the context one. git-svn-id: https://garryshomepc/svn/494876-rust_src@1645 0116351e-01fd-46a3-8c09-64bf5bb0948b some fixes from 4.3's breaking of AnimationUtility.SetAnimationMode for pose captures ( should fix some holes around the neck area of the player that shouldn't be there ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1646 0116351e-01fd-46a3-8c09-64bf5bb0948b and this will make the model fixed. git-svn-id: https://garryshomepc/svn/494876-rust_src@1647 0116351e-01fd-46a3-8c09-64bf5bb0948b updating textures! git-svn-id: https://garryshomepc/svn/494876-rust_src@1648 0116351e-01fd-46a3-8c09-64bf5bb0948b didnt realize protocol didn't increase. undoing some rpc renaming. git-svn-id: https://garryshomepc/svn/494876-rust_src@1649 0116351e-01fd-46a3-8c09-64bf5bb0948b themida binaries git-svn-id: https://garryshomepc/svn/494876-rust_src@1650 0116351e-01fd-46a3-8c09-64bf5bb0948b themida bat file git-svn-id: https://garryshomepc/svn/494876-rust_src@1651 0116351e-01fd-46a3-8c09-64bf5bb0948b No echo off git-svn-id: https://garryshomepc/svn/494876-rust_src@1652 0116351e-01fd-46a3-8c09-64bf5bb0948b Now all platforms use unity's cursor locking by default. git-svn-id: https://garryshomepc/svn/494876-rust_src@1653 0116351e-01fd-46a3-8c09-64bf5bb0948b don't exit git-svn-id: https://garryshomepc/svn/494876-rust_src@1654 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1655 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1656 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1657 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1658 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1659 0116351e-01fd-46a3-8c09-64bf5bb0948b usernames in status can be longer, are quoted git-svn-id: https://garryshomepc/svn/494876-rust_src@1660 0116351e-01fd-46a3-8c09-64bf5bb0948b removeid now has replies git-svn-id: https://garryshomepc/svn/494876-rust_src@1661 0116351e-01fd-46a3-8c09-64bf5bb0948b Console feedback when getting/setting convars, when con command not found, when command executed etc (these shouldn't show up or anything when not run via console/ds console/rcon) git-svn-id: https://garryshomepc/svn/494876-rust_src@1662 0116351e-01fd-46a3-8c09-64bf5bb0948b Echo, use reply with instead of outputting git-svn-id: https://garryshomepc/svn/494876-rust_src@1663 0116351e-01fd-46a3-8c09-64bf5bb0948b rcon packet splitting, ping pong response git-svn-id: https://garryshomepc/svn/494876-rust_src@1664 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1665 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1666 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1667 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1668 0116351e-01fd-46a3-8c09-64bf5bb0948b Sign code git-svn-id: https://garryshomepc/svn/494876-rust_src@1669 0116351e-01fd-46a3-8c09-64bf5bb0948b added steam protections in SteamClient.cpp if steam not detected etc, game will close on startup git-svn-id: https://garryshomepc/svn/494876-rust_src@1670 0116351e-01fd-46a3-8c09-64bf5bb0948b sign.bat - signs exes and dlls with our digital certificate - so we know if something has changed git-svn-id: https://garryshomepc/svn/494876-rust_src@1671 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated Themida to latest git-svn-id: https://garryshomepc/svn/494876-rust_src@1672 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1673 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1674 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1675 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed themida settings git-svn-id: https://garryshomepc/svn/494876-rust_src@1676 0116351e-01fd-46a3-8c09-64bf5bb0948b themidia changes git-svn-id: https://garryshomepc/svn/494876-rust_src@1677 0116351e-01fd-46a3-8c09-64bf5bb0948b ** this might cause some update problems, so GSP's need to be aware of this on update *** GSP request.. -datadir now sets server.datadir - which is used instead of calling into c++ server config files (bans, server.cfg) are saved into -datadir/cfg/ instead of /cfg/ default data folder is now /serverdata/ instead of Save/undefined/ - which means servers that didn't define -datadir on the command line won't load their old saves when updated/restarted unless they specify -datadir to "Save/undefined/" or move their save files to /serverdata/ git-svn-id: https://garryshomepc/svn/494876-rust_src@1678 0116351e-01fd-46a3-8c09-64bf5bb0948b This function is no longer called from anywhere git-svn-id: https://garryshomepc/svn/494876-rust_src@1679 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow exe signing git-svn-id: https://garryshomepc/svn/494876-rust_src@1680 0116351e-01fd-46a3-8c09-64bf5bb0948b Allow dll signing git-svn-id: https://garryshomepc/svn/494876-rust_src@1681 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1682 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1683 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1684 0116351e-01fd-46a3-8c09-64bf5bb0948b v_revolver animations git-svn-id: https://garryshomepc/svn/494876-rust_src@1685 0116351e-01fd-46a3-8c09-64bf5bb0948b getting rid of TerrainEdge, and LibNoise as we do not use them and LibNoise specifically writes all sorts of shit to our main dll with license info http://puu.sh/6e6AS.png git-svn-id: https://garryshomepc/svn/494876-rust_src@1686 0116351e-01fd-46a3-8c09-64bf5bb0948b v_revolver animation timing info git-svn-id: https://garryshomepc/svn/494876-rust_src@1687 0116351e-01fd-46a3-8c09-64bf5bb0948b added static class ServerRuntime. replaced usage of uLink.Runtime.targetFrameRate with ServerRuntime.TargetFrameRate. call to Server.PushLoadingPhase() and Server.PopLoadingPhase() around level loading which makes the game run at a uncapped target frame rate ( so servers start faster ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1688 0116351e-01fd-46a3-8c09-64bf5bb0948b added serversave component to MetalBarsWindow.prefab git-svn-id: https://garryshomepc/svn/494876-rust_src@1689 0116351e-01fd-46a3-8c09-64bf5bb0948b defaulting client time measurement function to tick count, matches what the server uses and may help with those users who can't seem to keep time straight. git-svn-id: https://garryshomepc/svn/494876-rust_src@1690 0116351e-01fd-46a3-8c09-64bf5bb0948b revolver sounds! git-svn-id: https://garryshomepc/svn/494876-rust_src@1691 0116351e-01fd-46a3-8c09-64bf5bb0948b Added shell ejection on waterpipe shotgun reload git-svn-id: https://garryshomepc/svn/494876-rust_src@1692 0116351e-01fd-46a3-8c09-64bf5bb0948b placeholder changes for bullets requested by helk git-svn-id: https://garryshomepc/svn/494876-rust_src@1693 0116351e-01fd-46a3-8c09-64bf5bb0948b rpc/packet dropping from timestamp issues now holds the calculated 'restore functionality' time and adjusts it to include the time after the call was made for the current network frame. ( should result in less false positives, even though it seems they are pretty rare now ) the functionality can also be turned off server side via packet.verify false and telling a client to resyncronize their clock does not happen as frequently, and as well can be turned off with packet.dropclockthresh 0 git-svn-id: https://garryshomepc/svn/494876-rust_src@1694 0116351e-01fd-46a3-8c09-64bf5bb0948b weighting fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1695 0116351e-01fd-46a3-8c09-64bf5bb0948b weighting fix part two? git-svn-id: https://garryshomepc/svn/494876-rust_src@1696 0116351e-01fd-46a3-8c09-64bf5bb0948b NoteMoved now takes reference of origin, its able to manipulate it ( for teleporting ). NoteTeleported is no longer called from truth needing to teleport ( making the next move from the client valid always ) teleporting from truth is now done by sending the owner a update, instead of using Teleport player / UnstickMove. made sure no one can send ReadClientMove to the server in efforts to move themselves on the server. note: we may need some way for a client to inform the server that it responded to being teleported if these changes result in people being stuck more often (now that it does not let people pass through things at all) -- which might result in truth kicks git-svn-id: https://garryshomepc/svn/494876-rust_src@1697 0116351e-01fd-46a3-8c09-64bf5bb0948b incrementing protocol version and putting in shorter door rpc names. git-svn-id: https://garryshomepc/svn/494876-rust_src@1698 0116351e-01fd-46a3-8c09-64bf5bb0948b Made weapons harder to craft git-svn-id: https://garryshomepc/svn/494876-rust_src@1699 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Revolver weapon git-svn-id: https://garryshomepc/svn/494876-rust_src@1700 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing registry Randomized weapon sounds more Removed 9mm Pistol from default loadout, added Revolver instead git-svn-id: https://garryshomepc/svn/494876-rust_src@1701 0116351e-01fd-46a3-8c09-64bf5bb0948b tuned revolver up git-svn-id: https://garryshomepc/svn/494876-rust_src@1702 0116351e-01fd-46a3-8c09-64bf5bb0948b aiming for revolver includes people now. git-svn-id: https://garryshomepc/svn/494876-rust_src@1703 0116351e-01fd-46a3-8c09-64bf5bb0948b added mechanical layer to player movement mask. (doors) git-svn-id: https://garryshomepc/svn/494876-rust_src@1704 0116351e-01fd-46a3-8c09-64bf5bb0948b teleporting now grants 2 seconds of assumed truth. git-svn-id: https://garryshomepc/svn/494876-rust_src@1705 0116351e-01fd-46a3-8c09-64bf5bb0948b Slightly lowered revolver range Slightly increased revolver sway Removed quality slider settings, they were broken git-svn-id: https://garryshomepc/svn/494876-rust_src@1706 0116351e-01fd-46a3-8c09-64bf5bb0948b undoing changes to content pipeline git-svn-id: https://garryshomepc/svn/494876-rust_src@1707 0116351e-01fd-46a3-8c09-64bf5bb0948b whoops git-svn-id: https://garryshomepc/svn/494876-rust_src@1708 0116351e-01fd-46a3-8c09-64bf5bb0948b this will fix it. last commit of deleting those things was an accident trying to revert a the other changes. git-svn-id: https://garryshomepc/svn/494876-rust_src@1709 0116351e-01fd-46a3-8c09-64bf5bb0948b Metal window bars should work with truth now Added missing surfaceinfo for metal window bars git-svn-id: https://garryshomepc/svn/494876-rust_src@1710 0116351e-01fd-46a3-8c09-64bf5bb0948b fix maybe git-svn-id: https://garryshomepc/svn/494876-rust_src@1711 0116351e-01fd-46a3-8c09-64bf5bb0948b the old export git-svn-id: https://garryshomepc/svn/494876-rust_src@1712 0116351e-01fd-46a3-8c09-64bf5bb0948b doing some other checks, but want to trigger another recompile. git-svn-id: https://garryshomepc/svn/494876-rust_src@1713 0116351e-01fd-46a3-8c09-64bf5bb0948b and it was the time function the whole time?? git-svn-id: https://garryshomepc/svn/494876-rust_src@1714 0116351e-01fd-46a3-8c09-64bf5bb0948b bundling dlls inside exe on windows client.. prevents most editing git-svn-id: https://garryshomepc/svn/494876-rust_src@1715 0116351e-01fd-46a3-8c09-64bf5bb0948b librust isn't there anymore ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1716 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated sounds for the bolt rifle shot+reload animations, since I fixed the lack of shell ejecting. git-svn-id: https://garryshomepc/svn/494876-rust_src@1717 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed this to Facepunch_Connector_VAC_Banned - it should be more obvious that the user is vac banned git-svn-id: https://garryshomepc/svn/494876-rust_src@1718 0116351e-01fd-46a3-8c09-64bf5bb0948b added shell ejection during shot+reload single sequence, and bullets are now visible during the multireload placeholder git-svn-id: https://garryshomepc/svn/494876-rust_src@1719 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaked fire animation on eoka pistol git-svn-id: https://garryshomepc/svn/494876-rust_src@1720 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for shell going too deep? git-svn-id: https://garryshomepc/svn/494876-rust_src@1721 0116351e-01fd-46a3-8c09-64bf5bb0948b eoka change part two git-svn-id: https://garryshomepc/svn/494876-rust_src@1722 0116351e-01fd-46a3-8c09-64bf5bb0948b Shells on bolt rifle are now visible Pipe Shotgun reload ejects a shell now Added 9mm Pistol blueprints to the world Fixed bug where respawning too quickly would prevent the respawn screen from appearing git-svn-id: https://garryshomepc/svn/494876-rust_src@1723 0116351e-01fd-46a3-8c09-64bf5bb0948b added client convar env.clouds true/false which enables/disable clouds from rendering. ( as well as the shaders and materials that do not draw clouds ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1724 0116351e-01fd-46a3-8c09-64bf5bb0948b truth now holds up to 16 snapshots. when someone repeatedly gets stuck it starts rewinding to put enough distance between them ( and using valid sent positions only ). renamed NetError.Facepunch_Kick_SpeedHackz to NetError.Facepunch_Kick_Violation I'll be testing these changes on germany 1. git-svn-id: https://garryshomepc/svn/494876-rust_src@1725 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed namesub not being able to be parsed if it was too long (because quotes were trimmed) git-svn-id: https://garryshomepc/svn/494876-rust_src@1726 0116351e-01fd-46a3-8c09-64bf5bb0948b army bed model git-svn-id: https://garryshomepc/svn/494876-rust_src@1727 0116351e-01fd-46a3-8c09-64bf5bb0948b Triple bed goodness! git-svn-id: https://garryshomepc/svn/494876-rust_src@1728 0116351e-01fd-46a3-8c09-64bf5bb0948b moved the reclock threshold default down. seems like it was actually working retroactively to help with the ghosting issue. Aidin is likely going to fix the root cause of the issue now that we've got a good amount of data on the drift. git-svn-id: https://garryshomepc/svn/494876-rust_src@1729 0116351e-01fd-46a3-8c09-64bf5bb0948b Completed patrol heli with full weapons. git-svn-id: https://garryshomepc/svn/494876-rust_src@1730 0116351e-01fd-46a3-8c09-64bf5bb0948b removed some old garbage at the top of human controller git-svn-id: https://garryshomepc/svn/494876-rust_src@1731 0116351e-01fd-46a3-8c09-64bf5bb0948b moved silencer's socket override farther back ( lasers were far ahead of it ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1732 0116351e-01fd-46a3-8c09-64bf5bb0948b set view model flashlights (the spotlight part) to not light the view model itself. git-svn-id: https://garryshomepc/svn/494876-rust_src@1733 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed issues with sockets ( laser/flashlight orientation ) and re-organized code. socket maps better handle proxy transforms in pretty much every aspect now, and solve some less-noticeable issues ( like lazy aim weapon switching resulting in lasers being 1 degree off and rare occurances of lasers/flashlights sticking around after switching weapons ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1734 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed the unity 3 soldier from project. git-svn-id: https://garryshomepc/svn/494876-rust_src@1735 0116351e-01fd-46a3-8c09-64bf5bb0948b didn't mean to commit this, though i don't think it did any harm git-svn-id: https://garryshomepc/svn/494876-rust_src@1736 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in a new run forward animation git-svn-id: https://garryshomepc/svn/494876-rust_src@1737 0116351e-01fd-46a3-8c09-64bf5bb0948b protocol = 1064 git-svn-id: https://garryshomepc/svn/494876-rust_src@1738 0116351e-01fd-46a3-8c09-64bf5bb0948b fixes for fall damage and shorter named rpcs git-svn-id: https://garryshomepc/svn/494876-rust_src@1739 0116351e-01fd-46a3-8c09-64bf5bb0948b ConnectionHandler now taps into the custom event override system of uLink git-svn-id: https://garryshomepc/svn/494876-rust_src@1740 0116351e-01fd-46a3-8c09-64bf5bb0948b the custom uLink assembly that provides the means to override expensive global callbacks ( previous commit should have been after this ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1741 0116351e-01fd-46a3-8c09-64bf5bb0948b removed all automatic rig avatars and animators for things that aren't animated. turns out they cause a sizable amount of lag at instantiation. git-svn-id: https://garryshomepc/svn/494876-rust_src@1742 0116351e-01fd-46a3-8c09-64bf5bb0948b one more removal of animator git-svn-id: https://garryshomepc/svn/494876-rust_src@1743 0116351e-01fd-46a3-8c09-64bf5bb0948b monobow git-svn-id: https://garryshomepc/svn/494876-rust_src@1744 0116351e-01fd-46a3-8c09-64bf5bb0948b switched bow sounds to wav git-svn-id: https://garryshomepc/svn/494876-rust_src@1745 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in new walk forward/backward animations -made some improvements to run_forward animations git-svn-id: https://garryshomepc/svn/494876-rust_src@1746 0116351e-01fd-46a3-8c09-64bf5bb0948b put the old RPC in for ReadFallImpact because the old hack absolutely lags the server out logging errors git-svn-id: https://garryshomepc/svn/494876-rust_src@1747 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a bug with holosight. git-svn-id: https://garryshomepc/svn/494876-rust_src@1748 0116351e-01fd-46a3-8c09-64bf5bb0948b whatever people are doing with hacks now causes a lot of exceptions to log in item action rpcs. so for now i'm going to catch them before uLink logs them ( which is the most expensive part ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1749 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in new idle poses git-svn-id: https://garryshomepc/svn/494876-rust_src@1750 0116351e-01fd-46a3-8c09-64bf5bb0948b can now set how many mesh batch processors ( work threads ) via command line. Using it to determine if it helps with server lag or not git-svn-id: https://garryshomepc/svn/494876-rust_src@1751 0116351e-01fd-46a3-8c09-64bf5bb0948b -some new idle standing animations with various weapons git-svn-id: https://garryshomepc/svn/494876-rust_src@1752 0116351e-01fd-46a3-8c09-64bf5bb0948b 9 new grass footstep sounds git-svn-id: https://garryshomepc/svn/494876-rust_src@1753 0116351e-01fd-46a3-8c09-64bf5bb0948b Some soundscapes git-svn-id: https://garryshomepc/svn/494876-rust_src@1754 0116351e-01fd-46a3-8c09-64bf5bb0948b Added VSync convar Added Options scene, for slightly less cumbersome editing git-svn-id: https://garryshomepc/svn/494876-rust_src@1755 0116351e-01fd-46a3-8c09-64bf5bb0948b Message ID 4 => sends console log git-svn-id: https://garryshomepc/svn/494876-rust_src@1756 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Decay reset when a box is touched git-svn-id: https://garryshomepc/svn/494876-rust_src@1757 0116351e-01fd-46a3-8c09-64bf5bb0948b Show an icon when voice chatting. The volume flash here could probably be improved a bit. git-svn-id: https://garryshomepc/svn/494876-rust_src@1758 0116351e-01fd-46a3-8c09-64bf5bb0948b undid NGUI's annoying and over-intrusive custom editor for Transform. git-svn-id: https://garryshomepc/svn/494876-rust_src@1759 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed exploit with mouse speed reducing weapon sway git-svn-id: https://garryshomepc/svn/494876-rust_src@1760 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in some new aim animations git-svn-id: https://garryshomepc/svn/494876-rust_src@1761 0116351e-01fd-46a3-8c09-64bf5bb0948b Spammy volume log removed git-svn-id: https://garryshomepc/svn/494876-rust_src@1762 0116351e-01fd-46a3-8c09-64bf5bb0948b Added shared doors (needs work) -You can set a password on your doors -Any user who enters the right password will gain access -If you change the password, all old users are erased There's some problems with focus, key swallowing, and a crappy looking gui Also I may have messed up the main menu because it shows ontop of the loading screen sometimes git-svn-id: https://garryshomepc/svn/494876-rust_src@1763 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing old branches git-svn-id: https://garryshomepc/svn/494876-rust_src@1764 0116351e-01fd-46a3-8c09-64bf5bb0948b Making new branch git-svn-id: https://garryshomepc/svn/494876-rust_src@1765 0116351e-01fd-46a3-8c09-64bf5bb0948b New proto stuff for locks git-svn-id: https://garryshomepc/svn/494876-rust_src@1766 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1767 0116351e-01fd-46a3-8c09-64bf5bb0948b derp indexing git-svn-id: https://garryshomepc/svn/494876-rust_src@1768 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1769 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed weird menu issue, my fault! Added some extra buttons and text field restrictions to the lock menu git-svn-id: https://garryshomepc/svn/494876-rust_src@1770 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed metal structure components needing wood to repair them, derp git-svn-id: https://garryshomepc/svn/494876-rust_src@1771 0116351e-01fd-46a3-8c09-64bf5bb0948b Lock Menu swallows chat key git-svn-id: https://garryshomepc/svn/494876-rust_src@1772 0116351e-01fd-46a3-8c09-64bf5bb0948b Refactored code into a subclass for lockables git-svn-id: https://garryshomepc/svn/494876-rust_src@1773 0116351e-01fd-46a3-8c09-64bf5bb0948b Password locking actually works now Passwords are restricted to a 4 digit numeric access code Locked doors worldsave works properly git-svn-id: https://garryshomepc/svn/494876-rust_src@1774 0116351e-01fd-46a3-8c09-64bf5bb0948b You can no longer repair something until more than 5 seconds have passed since it was last attacked git-svn-id: https://garryshomepc/svn/494876-rust_src@1775 0116351e-01fd-46a3-8c09-64bf5bb0948b Takedamage modifications missing from last commit git-svn-id: https://garryshomepc/svn/494876-rust_src@1776 0116351e-01fd-46a3-8c09-64bf5bb0948b Modified door prefabs to work with locking Added particle system to LODGroup for camp fires so they are not visible at long range (prevents some lag) git-svn-id: https://garryshomepc/svn/494876-rust_src@1777 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for random headshot sounds when atttacking inanimate objects git-svn-id: https://garryshomepc/svn/494876-rust_src@1778 0116351e-01fd-46a3-8c09-64bf5bb0948b -walk west anims git-svn-id: https://garryshomepc/svn/494876-rust_src@1779 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in a new sprint animation -tweaked the walk_w animation git-svn-id: https://garryshomepc/svn/494876-rust_src@1780 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for compiler errors git-svn-id: https://garryshomepc/svn/494876-rust_src@1781 0116351e-01fd-46a3-8c09-64bf5bb0948b Testing a possible fix for AMD + Displacement + DX9 bug. git-svn-id: https://garryshomepc/svn/494876-rust_src@1782 0116351e-01fd-46a3-8c09-64bf5bb0948b New Sky, New Water git-svn-id: https://garryshomepc/svn/494876-rust_src@1783 0116351e-01fd-46a3-8c09-64bf5bb0948b way better grass, looks better, performs better git-svn-id: https://garryshomepc/svn/494876-rust_src@1784 0116351e-01fd-46a3-8c09-64bf5bb0948b tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@1785 0116351e-01fd-46a3-8c09-64bf5bb0948b grass: when R8 is not supported, use either ARGB32 or Default for displacement camera, but default displacement as off when R8 is not supported AND treat RenderTextureFormat.Default as a supported format. git-svn-id: https://garryshomepc/svn/494876-rust_src@1786 0116351e-01fd-46a3-8c09-64bf5bb0948b added server.ip and command line -ip to define the local ip for servers. git-svn-id: https://garryshomepc/svn/494876-rust_src@1787 0116351e-01fd-46a3-8c09-64bf5bb0948b grass: ExecuteInEditMode was running Start() on jenkins, causing grass to be saved as disabled. moved the logic around a bit, but generally we shouldnt touch FPGrass.enabled git-svn-id: https://garryshomepc/svn/494876-rust_src@1788 0116351e-01fd-46a3-8c09-64bf5bb0948b set the two ceilings to use the "rifle" animation group like all other deployables. git-svn-id: https://garryshomepc/svn/494876-rust_src@1789 0116351e-01fd-46a3-8c09-64bf5bb0948b Set flare 3rd person light to not exclude anything from lighting ( which causes a editor error on deferred rendering ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1790 0116351e-01fd-46a3-8c09-64bf5bb0948b More grass configuration Added ambient music back in git-svn-id: https://garryshomepc/svn/494876-rust_src@1791 0116351e-01fd-46a3-8c09-64bf5bb0948b Reduced truth violation threshold lowered music volume by default added new grass footsteps git-svn-id: https://garryshomepc/svn/494876-rust_src@1792 0116351e-01fd-46a3-8c09-64bf5bb0948b utility for blending animations and animation state values. Contains no components and is set up as simple as possible to be used by other classes. features property drawers so everything that uses it does not require a custom editor. majority of the code files are private to the outer static class AnimationBlender. git-svn-id: https://garryshomepc/svn/494876-rust_src@1793 0116351e-01fd-46a3-8c09-64bf5bb0948b usage of animation blender for idle animations on view models. git-svn-id: https://garryshomepc/svn/494876-rust_src@1794 0116351e-01fd-46a3-8c09-64bf5bb0948b datablocks now call directly to the view model's Play, Crossfade, and PlayQueued methods. so that they cancel idling out and remain snappy. git-svn-id: https://garryshomepc/svn/494876-rust_src@1795 0116351e-01fd-46a3-8c09-64bf5bb0948b added idle animations to revolver git-svn-id: https://garryshomepc/svn/494876-rust_src@1796 0116351e-01fd-46a3-8c09-64bf5bb0948b removed all jitter fix version built in shader and fixed the materials that were some how directly referencing them. git-svn-id: https://garryshomepc/svn/494876-rust_src@1797 0116351e-01fd-46a3-8c09-64bf5bb0948b cleared out some (now) missing shaders git-svn-id: https://garryshomepc/svn/494876-rust_src@1798 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in walk backward animations -tweaked the walk_w anims git-svn-id: https://garryshomepc/svn/494876-rust_src@1799 0116351e-01fd-46a3-8c09-64bf5bb0948b including what we had before that was not hidden. using magic built-in references git-svn-id: https://garryshomepc/svn/494876-rust_src@1800 0116351e-01fd-46a3-8c09-64bf5bb0948b another one git-svn-id: https://garryshomepc/svn/494876-rust_src@1801 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted music volumes and start delays tweeked grass a bit more git-svn-id: https://garryshomepc/svn/494876-rust_src@1802 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Debug.Log text in LockEntry Added minor brute force protection git-svn-id: https://garryshomepc/svn/494876-rust_src@1803 0116351e-01fd-46a3-8c09-64bf5bb0948b Deployables can now check to ensure they are inside structures git-svn-id: https://garryshomepc/svn/494876-rust_src@1804 0116351e-01fd-46a3-8c09-64bf5bb0948b Sleeping bags now reset all bags in a radius around them (anti zerg) Added Beds - these can only be placed inside a building (with a roof) and are not affected by the bag radial cooldown (helps defenders) Increased protocol version fixed bug where musicplayer was not obeying start delay git-svn-id: https://garryshomepc/svn/494876-rust_src@1805 0116351e-01fd-46a3-8c09-64bf5bb0948b Fucked up this blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@1806 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bed fit requirements beds can no longer be placed on sleeping bags git-svn-id: https://garryshomepc/svn/494876-rust_src@1807 0116351e-01fd-46a3-8c09-64bf5bb0948b Magneta bed fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1808 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged with latest - didn't merge island map so I'm gonna end up stomping whatever is there git-svn-id: https://garryshomepc/svn/494876-rust_src@1809 0116351e-01fd-46a3-8c09-64bf5bb0948b When saving config, make sure the cfg folder exists. git-svn-id: https://garryshomepc/svn/494876-rust_src@1810 0116351e-01fd-46a3-8c09-64bf5bb0948b Show unresponsive servers in history tab Show last joined date in history tab History tab always ordered by last joined time descending git-svn-id: https://garryshomepc/svn/494876-rust_src@1811 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1812 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1813 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed crap, changed server query callback function to send separate ports git-svn-id: https://garryshomepc/svn/494876-rust_src@1814 0116351e-01fd-46a3-8c09-64bf5bb0948b compatibility with new tools dll git-svn-id: https://garryshomepc/svn/494876-rust_src@1815 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1816 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1817 0116351e-01fd-46a3-8c09-64bf5bb0948b Static world doors should no longer appear locked you should be able to place beds on a 1x1 now git-svn-id: https://garryshomepc/svn/494876-rust_src@1818 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1819 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1820 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1821 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1822 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1823 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1824 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1825 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1826 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1827 0116351e-01fd-46a3-8c09-64bf5bb0948b Expensive debug log call git-svn-id: https://garryshomepc/svn/494876-rust_src@1828 0116351e-01fd-46a3-8c09-64bf5bb0948b don't mess with server.ip if -ip is not there git-svn-id: https://garryshomepc/svn/494876-rust_src@1829 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't bother asking for favourite servers - we're not using it. (todo: strip it out) git-svn-id: https://garryshomepc/svn/494876-rust_src@1830 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed modded servers showing in community tab AND modded tab Added server favouriting git-svn-id: https://garryshomepc/svn/494876-rust_src@1831 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1832 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1833 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1834 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed flare errors and #if CLIENT 'd much of IHeldItem because its confusing to have things look like they get called on server when they don't ( which was the flare issue ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1835 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in replacement walk animations that work with the current animation system. git-svn-id: https://garryshomepc/svn/494876-rust_src@1836 0116351e-01fd-46a3-8c09-64bf5bb0948b cleaned and reduced console output on server significantly, simplified save loading code and added save.profile to profile save times. http://puu.sh/6zMPR.png git-svn-id: https://garryshomepc/svn/494876-rust_src@1837 0116351e-01fd-46a3-8c09-64bf5bb0948b removed animation blender files and further encapsulated its usage in view model ( as idle animation layer ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1838 0116351e-01fd-46a3-8c09-64bf5bb0948b -Mecanim system for Rust Player git-svn-id: https://garryshomepc/svn/494876-rust_src@1839 0116351e-01fd-46a3-8c09-64bf5bb0948b -oops forgot to commit the mecanim_test scene git-svn-id: https://garryshomepc/svn/494876-rust_src@1840 0116351e-01fd-46a3-8c09-64bf5bb0948b -fuck me.. here's the scripts. git-svn-id: https://garryshomepc/svn/494876-rust_src@1841 0116351e-01fd-46a3-8c09-64bf5bb0948b the anim controllers, and the body mask for the upprebody aim layer git-svn-id: https://garryshomepc/svn/494876-rust_src@1842 0116351e-01fd-46a3-8c09-64bf5bb0948b -commiting some stuff that might fix something broken git-svn-id: https://garryshomepc/svn/494876-rust_src@1843 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1844 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1845 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1846 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1847 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1848 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1849 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1850 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1851 0116351e-01fd-46a3-8c09-64bf5bb0948b Sends information about the user to our global log every 10 minutes git-svn-id: https://garryshomepc/svn/494876-rust_src@1852 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1853 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1854 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1855 0116351e-01fd-46a3-8c09-64bf5bb0948b Logs stuff to c++ on client Server connect now sends hostname, modded, official on connect This is all kind of boilerplate and testing shit right now, but should be relatively safe to make live git-svn-id: https://garryshomepc/svn/494876-rust_src@1856 0116351e-01fd-46a3-8c09-64bf5bb0948b Adjusted new grass textures not to have faked AO near the bottoms (makes it look better from above) git-svn-id: https://garryshomepc/svn/494876-rust_src@1857 0116351e-01fd-46a3-8c09-64bf5bb0948b Generic spawner can now take an override list (eventually the only way) -This has bugs, it is keeping references during copy for some reason git-svn-id: https://garryshomepc/svn/494876-rust_src@1858 0116351e-01fd-46a3-8c09-64bf5bb0948b Footsteps wont play the same sound twice git-svn-id: https://garryshomepc/svn/494876-rust_src@1859 0116351e-01fd-46a3-8c09-64bf5bb0948b Made some adjustments to the level, fixing minor glitches like floating buildings etc Added a rock area where the warehouse used to be lowered amount of boxes that spawn removed zombies from spawning git-svn-id: https://garryshomepc/svn/494876-rust_src@1860 0116351e-01fd-46a3-8c09-64bf5bb0948b Some broken ass AI code AI no longer slows down while chasing you running backwards (could be exploited to never take damage) (working) Hostile wildlife runs away from you if you are in an area they can not reach (like foundations) ( working ) Wildlife should run away from hostile wildlife like wolves etc (not fully working) Spawnlists for replacing zombie spawners (not fully working) git-svn-id: https://garryshomepc/svn/494876-rust_src@1861 0116351e-01fd-46a3-8c09-64bf5bb0948b frame rate independent smoothing of height changes for crouching, no more extreme vertical jitter from standing on edged faces. git-svn-id: https://garryshomepc/svn/494876-rust_src@1862 0116351e-01fd-46a3-8c09-64bf5bb0948b server now forces there to be no more than 1 mesh batch work thread which helps servers locked to a single core, because servers only do collider combining which limits integration to one mesh per frame it shouldn't be noticeable for servers that aren't limited to a single core. git-svn-id: https://garryshomepc/svn/494876-rust_src@1863 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for client ( from last second change ) git-svn-id: https://garryshomepc/svn/494876-rust_src@1864 0116351e-01fd-46a3-8c09-64bf5bb0948b Game Feedback + No more JSON + Binary format + Less discoverable + Smaller + More compressable git-svn-id: https://garryshomepc/svn/494876-rust_src@1865 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed to binary writing logging. This should minimize snoopers. git-svn-id: https://garryshomepc/svn/494876-rust_src@1866 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1867 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1868 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1869 0116351e-01fd-46a3-8c09-64bf5bb0948b Send assembly info on windows git-svn-id: https://garryshomepc/svn/494876-rust_src@1870 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1871 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1872 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1873 0116351e-01fd-46a3-8c09-64bf5bb0948b Logging: Hardware info git-svn-id: https://garryshomepc/svn/494876-rust_src@1874 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed accidentally writing to disk Increased version git-svn-id: https://garryshomepc/svn/494876-rust_src@1875 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1876 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1877 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1878 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed terrible bug, was logging hardware every frame ! Frame Timer wasn't being reset, so was logging every frame, instead of every 0.5 seconds Increased version to 4 git-svn-id: https://garryshomepc/svn/494876-rust_src@1879 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1880 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1881 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1882 0116351e-01fd-46a3-8c09-64bf5bb0948b Take a cheeky screenshot every 6 minutes git-svn-id: https://garryshomepc/svn/494876-rust_src@1883 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1884 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1885 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1886 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1887 0116351e-01fd-46a3-8c09-64bf5bb0948b Include count in post vars version 5 git-svn-id: https://garryshomepc/svn/494876-rust_src@1888 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1889 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1890 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1891 0116351e-01fd-46a3-8c09-64bf5bb0948b Wildlife reacts to hostile wildlife and gunshots fixed some movement bugs with wildlife limited resources from 'mutant' wildlife git-svn-id: https://garryshomepc/svn/494876-rust_src@1892 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed genericspawner references being wrong for spawned objects git-svn-id: https://garryshomepc/svn/494876-rust_src@1893 0116351e-01fd-46a3-8c09-64bf5bb0948b Weapons fire off a Fear audible message git-svn-id: https://garryshomepc/svn/494876-rust_src@1894 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a timed lockable object added to player bags - owner can open, others must wait 5 minutes player bags stick around for 10 minutes instead of 5 git-svn-id: https://garryshomepc/svn/494876-rust_src@1895 0116351e-01fd-46a3-8c09-64bf5bb0948b Added lockpick item - currently can only be used on timed lockables git-svn-id: https://garryshomepc/svn/494876-rust_src@1896 0116351e-01fd-46a3-8c09-64bf5bb0948b A few missing files git-svn-id: https://garryshomepc/svn/494876-rust_src@1897 0116351e-01fd-46a3-8c09-64bf5bb0948b Screenshot every 16 minutes git-svn-id: https://garryshomepc/svn/494876-rust_src@1898 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1899 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1900 0116351e-01fd-46a3-8c09-64bf5bb0948b We're probably more interested in exceptions than Errors git-svn-id: https://garryshomepc/svn/494876-rust_src@1901 0116351e-01fd-46a3-8c09-64bf5bb0948b The stack trace isn't passed in non development builds, so create one ourselves git-svn-id: https://garryshomepc/svn/494876-rust_src@1902 0116351e-01fd-46a3-8c09-64bf5bb0948b Hopefully, no more exceptions when capturing screenshots ! git-svn-id: https://garryshomepc/svn/494876-rust_src@1903 0116351e-01fd-46a3-8c09-64bf5bb0948b This isn't an error git-svn-id: https://garryshomepc/svn/494876-rust_src@1904 0116351e-01fd-46a3-8c09-64bf5bb0948b Not errors git-svn-id: https://garryshomepc/svn/494876-rust_src@1905 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed derpy code, lockpicking works now git-svn-id: https://garryshomepc/svn/494876-rust_src@1906 0116351e-01fd-46a3-8c09-64bf5bb0948b Lowered effectiveness of chicken on healing Lowered chicken drop rates git-svn-id: https://garryshomepc/svn/494876-rust_src@1907 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't log speed differences from spawning (being at 0,0,0) git-svn-id: https://garryshomepc/svn/494876-rust_src@1908 0116351e-01fd-46a3-8c09-64bf5bb0948b Lockpick default blueprint git-svn-id: https://garryshomepc/svn/494876-rust_src@1909 0116351e-01fd-46a3-8c09-64bf5bb0948b Should trace height better git-svn-id: https://garryshomepc/svn/494876-rust_src@1910 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed as much code out of take damage as possible - removed virtual methods that were there for future proofing i guess - removed lots of overloads - added TakeDamage.Quantity which implicitly casts from float or DamageTypeList (so we don't need so many paths of execution) - removed lots of functions that were plainly not used. - took line count down git-svn-id: https://garryshomepc/svn/494876-rust_src@1911 0116351e-01fd-46a3-8c09-64bf5bb0948b removed some optional parameters throughout sockets, since the first parameter is overloaded generically it causes compile issues if you do not specify the optional parameter git-svn-id: https://garryshomepc/svn/494876-rust_src@1912 0116351e-01fd-46a3-8c09-64bf5bb0948b Lag spike fix (1/3) -- Added StaticQueue<,> collection, which provides much of the brute work involved with having an optimal static queue that can be used to throttle scheduling tests. So to be clear this is the 90 percent of the code you don't want to see in the same script file as a game feature. When something utilizes it they write much less code to do so and don't give up performance from it. git-svn-id: https://garryshomepc/svn/494876-rust_src@1913 0116351e-01fd-46a3-8c09-64bf5bb0948b Lag spike fix (2/3) -- Utilizing StaticQueue in EnvDecay.cs. Adds about 80 lines but makes a huge difference performance wise and axes all Invoke code which does not rely on randomness to keep stuff optimal git-svn-id: https://garryshomepc/svn/494876-rust_src@1914 0116351e-01fd-46a3-8c09-64bf5bb0948b Lag spike fix (3/3) -- Similar utilization applied to StructureMaster. The server will calculate decay for no more than 1 structure per server frame, and since its not using invokerepeating the timing is extremely less sensitive and random (but still accurate). git-svn-id: https://garryshomepc/svn/494876-rust_src@1915 0116351e-01fd-46a3-8c09-64bf5bb0948b client fix git-svn-id: https://garryshomepc/svn/494876-rust_src@1916 0116351e-01fd-46a3-8c09-64bf5bb0948b temp fix for censored pants git-svn-id: https://garryshomepc/svn/494876-rust_src@1917 0116351e-01fd-46a3-8c09-64bf5bb0948b tuned animation parameters up a bit and fixed up some of the item placement stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@1918 0116351e-01fd-46a3-8c09-64bf5bb0948b scaled the rock attack animation to play on hit better git-svn-id: https://garryshomepc/svn/494876-rust_src@1919 0116351e-01fd-46a3-8c09-64bf5bb0948b It's probably more useful to us to have the whole stack git-svn-id: https://garryshomepc/svn/494876-rust_src@1920 0116351e-01fd-46a3-8c09-64bf5bb0948b New rock ores with damaged states. git-svn-id: https://garryshomepc/svn/494876-rust_src@1921 0116351e-01fd-46a3-8c09-64bf5bb0948b Should fix errors where the screenshot was throwing errors for not being in the render loop I somehow doubt this will capture overlays though :/ git-svn-id: https://garryshomepc/svn/494876-rust_src@1922 0116351e-01fd-46a3-8c09-64bf5bb0948b Hopefully a more reliable way to get a stacktrace git-svn-id: https://garryshomepc/svn/494876-rust_src@1923 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated version to 6 git-svn-id: https://garryshomepc/svn/494876-rust_src@1924 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1925 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1926 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1927 0116351e-01fd-46a3-8c09-64bf5bb0948b Sending CRCs as ints, makes things easier on the other end git-svn-id: https://garryshomepc/svn/494876-rust_src@1928 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1929 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1930 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1931 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1932 0116351e-01fd-46a3-8c09-64bf5bb0948b -removing the mecanim animations off of here (as i'm going to be keeping the mecanim stuff on rust_staging until it's 100% done; ) -adjusting the walking animations timing values git-svn-id: https://garryshomepc/svn/494876-rust_src@1933 0116351e-01fd-46a3-8c09-64bf5bb0948b further fixed up the placeholder animations git-svn-id: https://garryshomepc/svn/494876-rust_src@1934 0116351e-01fd-46a3-8c09-64bf5bb0948b merge typo git-svn-id: https://garryshomepc/svn/494876-rust_src@1935 0116351e-01fd-46a3-8c09-64bf5bb0948b -added aim up/down animations for each of the weapons (pistol/rifle/hatchet/pickaxe/rock) -fixed the attack animatons so they dont include any lower body movement git-svn-id: https://garryshomepc/svn/494876-rust_src@1936 0116351e-01fd-46a3-8c09-64bf5bb0948b Screenshots now encoded to jpeg + sent on the c++ side git-svn-id: https://garryshomepc/svn/494876-rust_src@1937 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed how screenshots are captured, so it captures the cheat overlays too Obfuscated librust exports git-svn-id: https://garryshomepc/svn/494876-rust_src@1938 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1939 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1940 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1941 0116351e-01fd-46a3-8c09-64bf5bb0948b Upping version so we can tell which screenshots are using the new system git-svn-id: https://garryshomepc/svn/494876-rust_src@1942 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1943 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1944 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1945 0116351e-01fd-46a3-8c09-64bf5bb0948b Try to make screen capture more reliable git-svn-id: https://garryshomepc/svn/494876-rust_src@1946 0116351e-01fd-46a3-8c09-64bf5bb0948b CRC all the dlls we can find git-svn-id: https://garryshomepc/svn/494876-rust_src@1947 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1948 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1949 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1950 0116351e-01fd-46a3-8c09-64bf5bb0948b Lowercase crc'd names When quitting and flushing, wait for http query to finish before exiting git-svn-id: https://garryshomepc/svn/494876-rust_src@1951 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1952 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1953 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1954 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1955 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1956 0116351e-01fd-46a3-8c09-64bf5bb0948b got all of mihns animations in the legacy system, timed out melee attack playback rates and configured all aim angles git-svn-id: https://garryshomepc/svn/494876-rust_src@1957 0116351e-01fd-46a3-8c09-64bf5bb0948b Missing meta folder git-svn-id: https://garryshomepc/svn/494876-rust_src@1958 0116351e-01fd-46a3-8c09-64bf5bb0948b New arms and textures. Textures still need some adjustment to be 100% but good to go. git-svn-id: https://garryshomepc/svn/494876-rust_src@1959 0116351e-01fd-46a3-8c09-64bf5bb0948b Servers can now specify -steamgroup - which should add the server tag sg:<steamgroupid> git-svn-id: https://garryshomepc/svn/494876-rust_src@1960 0116351e-01fd-46a3-8c09-64bf5bb0948b PAT: Can you stop these files from being constantly created? git-svn-id: https://garryshomepc/svn/494876-rust_src@1961 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam game servers now send feedback too git-svn-id: https://garryshomepc/svn/494876-rust_src@1962 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1963 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1964 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1965 0116351e-01fd-46a3-8c09-64bf5bb0948b Send module info to us too Added string hasher git-svn-id: https://garryshomepc/svn/494876-rust_src@1966 0116351e-01fd-46a3-8c09-64bf5bb0948b uploading new torch model and textures. git-svn-id: https://garryshomepc/svn/494876-rust_src@1967 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for dynamic modules git-svn-id: https://garryshomepc/svn/494876-rust_src@1968 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed module check to not hitch framerate git-svn-id: https://garryshomepc/svn/494876-rust_src@1969 0116351e-01fd-46a3-8c09-64bf5bb0948b Lets have a delayed start too, just incase something is injected after x seconds + lets fix compile error git-svn-id: https://garryshomepc/svn/494876-rust_src@1970 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed GameUI Scene to create from prefabs rather than editing all of the UI in one scene, which isn't very svn friendly git-svn-id: https://garryshomepc/svn/494876-rust_src@1971 0116351e-01fd-46a3-8c09-64bf5bb0948b updating arms colour map. git-svn-id: https://garryshomepc/svn/494876-rust_src@1972 0116351e-01fd-46a3-8c09-64bf5bb0948b Missed meta file git-svn-id: https://garryshomepc/svn/494876-rust_src@1973 0116351e-01fd-46a3-8c09-64bf5bb0948b Menu ordering issues git-svn-id: https://garryshomepc/svn/494876-rust_src@1974 0116351e-01fd-46a3-8c09-64bf5bb0948b Testing a crazy theory git-svn-id: https://garryshomepc/svn/494876-rust_src@1975 0116351e-01fd-46a3-8c09-64bf5bb0948b I've got a feeling this is the answer. git-svn-id: https://garryshomepc/svn/494876-rust_src@1976 0116351e-01fd-46a3-8c09-64bf5bb0948b There's a weird bug with DontDestroyOnLoad in release builds - that means the way I tried to make it doesn't actually work. So reverting to the old way, but with prefabs. Which is kind of the same, but kind of messy, but kind of not messy at all. git-svn-id: https://garryshomepc/svn/494876-rust_src@1977 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up item rep placement -- we should put a update out today now, everythings good to go git-svn-id: https://garryshomepc/svn/494876-rust_src@1978 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1979 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1980 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1981 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1982 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1983 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed URL AndWait was the wrong way around (!) git-svn-id: https://garryshomepc/svn/494876-rust_src@1984 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1985 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1986 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1987 0116351e-01fd-46a3-8c09-64bf5bb0948b Lets capture frame stats every 2 seconds instead of every 0.5 seconds git-svn-id: https://garryshomepc/svn/494876-rust_src@1988 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't yield in the middle of this ya dumb cunt git-svn-id: https://garryshomepc/svn/494876-rust_src@1989 0116351e-01fd-46a3-8c09-64bf5bb0948b Singletons should be single.. stupid! git-svn-id: https://garryshomepc/svn/494876-rust_src@1990 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1991 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1992 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@1993 0116351e-01fd-46a3-8c09-64bf5bb0948b Small pivot fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@1994 0116351e-01fd-46a3-8c09-64bf5bb0948b Wildlife flees from bullet impacts WIP of workbench/crafting speed mods git-svn-id: https://garryshomepc/svn/494876-rust_src@1995 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed bugs and workbench speed boost actually works nicely now git-svn-id: https://garryshomepc/svn/494876-rust_src@1996 0116351e-01fd-46a3-8c09-64bf5bb0948b New woodpile model with textures and collision meshes. git-svn-id: https://garryshomepc/svn/494876-rust_src@1997 0116351e-01fd-46a3-8c09-64bf5bb0948b Small pivot tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@1998 0116351e-01fd-46a3-8c09-64bf5bb0948b Placement fix - woodpile. git-svn-id: https://garryshomepc/svn/494876-rust_src@1999 0116351e-01fd-46a3-8c09-64bf5bb0948b protocol increase git-svn-id: https://garryshomepc/svn/494876-rust_src@2000 0116351e-01fd-46a3-8c09-64bf5bb0948b Pivot fixes for the new rock ores. git-svn-id: https://garryshomepc/svn/494876-rust_src@2001 0116351e-01fd-46a3-8c09-64bf5bb0948b Make sure this is sending the right types git-svn-id: https://garryshomepc/svn/494876-rust_src@2002 0116351e-01fd-46a3-8c09-64bf5bb0948b rebuilt navmesh git-svn-id: https://garryshomepc/svn/494876-rust_src@2003 0116351e-01fd-46a3-8c09-64bf5bb0948b Added support for resource nodes to reflect their contents and transition to different models based on size Did this for woodpiles git-svn-id: https://garryshomepc/svn/494876-rust_src@2004 0116351e-01fd-46a3-8c09-64bf5bb0948b working navmesh, hopefully git-svn-id: https://garryshomepc/svn/494876-rust_src@2005 0116351e-01fd-46a3-8c09-64bf5bb0948b Added new Ores with multiple meshes git-svn-id: https://garryshomepc/svn/494876-rust_src@2006 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed jumpy wildlife git-svn-id: https://garryshomepc/svn/494876-rust_src@2007 0116351e-01fd-46a3-8c09-64bf5bb0948b removed annoying logs git-svn-id: https://garryshomepc/svn/494876-rust_src@2008 0116351e-01fd-46a3-8c09-64bf5bb0948b protocol increase git-svn-id: https://garryshomepc/svn/494876-rust_src@2009 0116351e-01fd-46a3-8c09-64bf5bb0948b First pass at NGC view pooling. git-svn-id: https://garryshomepc/svn/494876-rust_src@2010 0116351e-01fd-46a3-8c09-64bf5bb0948b Minor script modifications to support pooling properly git-svn-id: https://garryshomepc/svn/494876-rust_src@2011 0116351e-01fd-46a3-8c09-64bf5bb0948b The trunk is not the place for experiments. Please start a branch. Please don't commit dlls without source code. git-svn-id: https://garryshomepc/svn/494876-rust_src@2012 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2013 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2014 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2015 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2016 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2017 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2018 0116351e-01fd-46a3-8c09-64bf5bb0948b Moved insane serverside connection system to its own folder git-svn-id: https://garryshomepc/svn/494876-rust_src@2019 0116351e-01fd-46a3-8c09-64bf5bb0948b item desc for lockpick removing debug.log calls git-svn-id: https://garryshomepc/svn/494876-rust_src@2020 0116351e-01fd-46a3-8c09-64bf5bb0948b dumb logs git-svn-id: https://garryshomepc/svn/494876-rust_src@2021 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated startup screen with new logo git-svn-id: https://garryshomepc/svn/494876-rust_src@2022 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed oil area not having collision on rocks Fixed Stone resource node not spawning everywhere git-svn-id: https://garryshomepc/svn/494876-rust_src@2023 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a simple hack for the resource smoke being a beacon at night (we need to add shaded particles soon) git-svn-id: https://garryshomepc/svn/494876-rust_src@2024 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed a million wolves git-svn-id: https://garryshomepc/svn/494876-rust_src@2025 0116351e-01fd-46a3-8c09-64bf5bb0948b Potential fix for stuck AI git-svn-id: https://garryshomepc/svn/494876-rust_src@2026 0116351e-01fd-46a3-8c09-64bf5bb0948b More typos and stupid fixes for stupid bullshit because I've had no sleep git-svn-id: https://garryshomepc/svn/494876-rust_src@2027 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for bow suicide hack (potentially?) TODO: decide if the check added to droprpc should be done on everything using it by default. I'm not 100% confident and would take time to test every weapon so i'm putting it up as is right now since the bow definitely seems to be exploitable more than other things. git-svn-id: https://garryshomepc/svn/494876-rust_src@2028 0116351e-01fd-46a3-8c09-64bf5bb0948b Moved the fix for the bow to everything by default. All action RPC's as well as human updates will now drop if the sender client is not the owner (on server). git-svn-id: https://garryshomepc/svn/494876-rust_src@2029 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed rock collision/position differences git-svn-id: https://garryshomepc/svn/494876-rust_src@2030 0116351e-01fd-46a3-8c09-64bf5bb0948b destroying all audio sources and particle emitters on server git-svn-id: https://garryshomepc/svn/494876-rust_src@2031 0116351e-01fd-46a3-8c09-64bf5bb0948b and forgot this one derp git-svn-id: https://garryshomepc/svn/494876-rust_src@2032 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged git-svn-id: https://garryshomepc/svn/494876-rust_src@2033 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed shelters sheltering themselves from decay rebaked navmesh again, should be more accurate git-svn-id: https://garryshomepc/svn/494876-rust_src@2034 0116351e-01fd-46a3-8c09-64bf5bb0948b 35 minutes between screenshots (instead of 12) git-svn-id: https://garryshomepc/svn/494876-rust_src@2035 0116351e-01fd-46a3-8c09-64bf5bb0948b Actually, lets make it random, from between 5 minutes and 2 hours git-svn-id: https://garryshomepc/svn/494876-rust_src@2036 0116351e-01fd-46a3-8c09-64bf5bb0948b Send feedback every 30 mins instead of every 10 mins git-svn-id: https://garryshomepc/svn/494876-rust_src@2037 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2038 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2039 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2040 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed some animation related stuff from some prefabs Made SetupForServer destroy animators git-svn-id: https://garryshomepc/svn/494876-rust_src@2041 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2042 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2043 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed a tonne of animation components incase they're causing leaks git-svn-id: https://garryshomepc/svn/494876-rust_src@2044 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for doors to decay touch things other than structure components git-svn-id: https://garryshomepc/svn/494876-rust_src@2045 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed client roughly. pretty sure that trans carrier stuff is server side only, we should probably #if SERVER most of it. git-svn-id: https://garryshomepc/svn/494876-rust_src@2046 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2047 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2048 0116351e-01fd-46a3-8c09-64bf5bb0948b Disabled gamefeedback for server (to see whether that's the problem) git-svn-id: https://garryshomepc/svn/494876-rust_src@2049 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2050 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2051 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2052 0116351e-01fd-46a3-8c09-64bf5bb0948b re-enabled serverside feedback git-svn-id: https://garryshomepc/svn/494876-rust_src@2053 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2054 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2055 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2056 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2057 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2058 0116351e-01fd-46a3-8c09-64bf5bb0948b DepatConnection - still contains debug output while I test it on our own servers to spot potential problems Removed GameEvents/PluginEvents because they literally do nothing git-svn-id: https://garryshomepc/svn/494876-rust_src@2059 0116351e-01fd-46a3-8c09-64bf5bb0948b Client fixes git-svn-id: https://garryshomepc/svn/494876-rust_src@2060 0116351e-01fd-46a3-8c09-64bf5bb0948b I am guessing that the order of this is important git-svn-id: https://garryshomepc/svn/494876-rust_src@2061 0116351e-01fd-46a3-8c09-64bf5bb0948b New campfire model. git-svn-id: https://garryshomepc/svn/494876-rust_src@2062 0116351e-01fd-46a3-8c09-64bf5bb0948b Deleted 11 files, millions of classes Replaced with 2 files, 2 classes git-svn-id: https://garryshomepc/svn/494876-rust_src@2063 0116351e-01fd-46a3-8c09-64bf5bb0948b Remove the connection on auth deny git-svn-id: https://garryshomepc/svn/494876-rust_src@2064 0116351e-01fd-46a3-8c09-64bf5bb0948b too many players. git-svn-id: https://garryshomepc/svn/494876-rust_src@2065 0116351e-01fd-46a3-8c09-64bf5bb0948b if OnSteamAuthorization called on already connected user - it probably means kick them because they've logged in somewhere else steam auth call balances git-svn-id: https://garryshomepc/svn/494876-rust_src@2066 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed last segment of ores hovering above the ground git-svn-id: https://garryshomepc/svn/494876-rust_src@2067 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed Wolves not scaring other animals away while they are engaged in attacking or chasing git-svn-id: https://garryshomepc/svn/494876-rust_src@2068 0116351e-01fd-46a3-8c09-64bf5bb0948b Popup when inventory full and you're trying to gather resources git-svn-id: https://garryshomepc/svn/494876-rust_src@2069 0116351e-01fd-46a3-8c09-64bf5bb0948b Rebalanced distances for scaring wildlife from gunshots git-svn-id: https://garryshomepc/svn/494876-rust_src@2070 0116351e-01fd-46a3-8c09-64bf5bb0948b Fix for falldamage death while harvesting rocks, This should be redone and the CCMotor.velocity should be replaced to use something more reliable git-svn-id: https://garryshomepc/svn/494876-rust_src@2071 0116351e-01fd-46a3-8c09-64bf5bb0948b Metal window bars are now thinner and take up less screen real estate when peeking/shooting through them git-svn-id: https://garryshomepc/svn/494876-rust_src@2072 0116351e-01fd-46a3-8c09-64bf5bb0948b Can't place shelters ontop of people anymore to trap them git-svn-id: https://garryshomepc/svn/494876-rust_src@2073 0116351e-01fd-46a3-8c09-64bf5bb0948b Can't place barricades on barricades and other deployable on deployable fixes (using a temp solution) git-svn-id: https://garryshomepc/svn/494876-rust_src@2074 0116351e-01fd-46a3-8c09-64bf5bb0948b GenericSpawner now spawns things on the navmesh AI should figure out if it's stuck or not quite a bit faster and is less exploitable git-svn-id: https://garryshomepc/svn/494876-rust_src@2075 0116351e-01fd-46a3-8c09-64bf5bb0948b Renaming git-svn-id: https://garryshomepc/svn/494876-rust_src@2076 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing inactive branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2077 0116351e-01fd-46a3-8c09-64bf5bb0948b Delete inactive branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2078 0116351e-01fd-46a3-8c09-64bf5bb0948b No more auth messages git-svn-id: https://garryshomepc/svn/494876-rust_src@2079 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing a bunch of debug output. Added try catch around disconnection routines. These shouldn't ever be allowed to fail. Made truth detector log before kick, so we know who it is. git-svn-id: https://garryshomepc/svn/494876-rust_src@2080 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2081 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2082 0116351e-01fd-46a3-8c09-64bf5bb0948b should fix helk's build issue git-svn-id: https://garryshomepc/svn/494876-rust_src@2083 0116351e-01fd-46a3-8c09-64bf5bb0948b nicer kick on event messages git-svn-id: https://garryshomepc/svn/494876-rust_src@2084 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2085 0116351e-01fd-46a3-8c09-64bf5bb0948b Better messages on auth fail official servers now query our API to see if user is marked as a cheat Removed some unused 'emergency drop' code git-svn-id: https://garryshomepc/svn/494876-rust_src@2086 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed zombie assets! git-svn-id: https://garryshomepc/svn/494876-rust_src@2087 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed cheaters.txt - now logs to gamefeedback log git-svn-id: https://garryshomepc/svn/494876-rust_src@2088 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2089 0116351e-01fd-46a3-8c09-64bf5bb0948b Manually delete the http query instead of thread self destruction git-svn-id: https://garryshomepc/svn/494876-rust_src@2090 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam crash reporting git-svn-id: https://garryshomepc/svn/494876-rust_src@2091 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2092 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2093 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2094 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2095 0116351e-01fd-46a3-8c09-64bf5bb0948b API failure NiceString git-svn-id: https://garryshomepc/svn/494876-rust_src@2096 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed non-exploding animals git-svn-id: https://garryshomepc/svn/494876-rust_src@2097 0116351e-01fd-46a3-8c09-64bf5bb0948b cleanup of libraries solution/project layout git-svn-id: https://garryshomepc/svn/494876-rust_src@2098 0116351e-01fd-46a3-8c09-64bf5bb0948b MeshBatch: fix for mismatching triangle index. git-svn-id: https://garryshomepc/svn/494876-rust_src@2099 0116351e-01fd-46a3-8c09-64bf5bb0948b MeshBatch: mesh colliders are inserted/integrated during fixed update by default. git-svn-id: https://garryshomepc/svn/494876-rust_src@2100 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated libraries (w/ mesh batch fixes) git-svn-id: https://garryshomepc/svn/494876-rust_src@2101 0116351e-01fd-46a3-8c09-64bf5bb0948b one fix to model importer that i forgot to commit way back ( the dll is live for it now ) fix for issue introduced with unity making AnimationUtility.StartAnimationMode obsolete. git-svn-id: https://garryshomepc/svn/494876-rust_src@2102 0116351e-01fd-46a3-8c09-64bf5bb0948b Rolling errorlog version git-svn-id: https://garryshomepc/svn/494876-rust_src@2103 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2104 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2105 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2106 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed structure master to remove positional nodes when components are removed on client. git-svn-id: https://garryshomepc/svn/494876-rust_src@2107 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed timed explosion to properly apply direct damage and it now builds a list of things to damage before actually hurting anything. git-svn-id: https://garryshomepc/svn/494876-rust_src@2108 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed up blocking detection for explosion helper to treat colliders that overlap the explosion exact point, or otherwise cannot be casted to from it. git-svn-id: https://garryshomepc/svn/494876-rust_src@2109 0116351e-01fd-46a3-8c09-64bf5bb0948b #if CLIENT'd game gizmo wave animation git-svn-id: https://garryshomepc/svn/494876-rust_src@2110 0116351e-01fd-46a3-8c09-64bf5bb0948b added alternate mesh orientation option to game gizmo and exposed some of its setup protected. hideMesh can be set to true to not draw the mesh (arrow) and added carrierRenderer field to instance which is used by the next thing i'm about to commit. git-svn-id: https://garryshomepc/svn/494876-rust_src@2111 0116351e-01fd-46a3-8c09-64bf5bb0948b added GameGizmoWaveAnimationCarrier, which extends GameGizmoWaveAnimation and utilizes the carrier renderer to highlight what something is going to be placed on ( made with explosive charges in mind ) git-svn-id: https://garryshomepc/svn/494876-rust_src@2112 0116351e-01fd-46a3-8c09-64bf5bb0948b BounceArrowCarrierPreview game gizmo, which utilizes everything previously posted, and some quick shaders and materials for it. git-svn-id: https://garryshomepc/svn/494876-rust_src@2113 0116351e-01fd-46a3-8c09-64bf5bb0948b DeployableItem/DataBlock changes (sorry for long message) New Fields: neverGrabCarrier: which when enabled will not invoke GrabCarrier() on deployed items carrierSphereCastMode: helps reduce result differences from differences in server colliders when it comes to carrier. can be set to one of the three values Allow which keeps things working as they did previously AdjustedRay which gets the hit point of the sphere cast, then raycasts to it, using only what the result of that is for carrier. InputRay which forces a normal raycast to occur to pick up on the carrier ( does not bend to sphere result ). Bug Fixes: the down raycast from when forward cast fails to hit anything now uses mesh batch raycasting to properly pick up the carrier. New: the carrierRenderer is now set for game gizmos properly. Changes: set CheckPlacementResults to utilize a out variable for the results structure to avoid a copy. since pretty much everywhere CheckPlacementResults was being used just called .Valid() off the results, i replaced those instances with CheckPlacement. if there was a reason for this, i commented out what it would look like to actually get the results where it was previously. git-svn-id: https://garryshomepc/svn/494876-rust_src@2114 0116351e-01fd-46a3-8c09-64bf5bb0948b modified build (scene) grooming to remove more stuff that would be pointless in related builds. should reduce stuff like the few running particle effects and audio sources for server. git-svn-id: https://garryshomepc/svn/494876-rust_src@2115 0116351e-01fd-46a3-8c09-64bf5bb0948b updated explosive charge item data block to use the new game gizmo and other features introduced in the past few commits git-svn-id: https://garryshomepc/svn/494876-rust_src@2116 0116351e-01fd-46a3-8c09-64bf5bb0948b Set ConsoleNetworker.Broadcast to use uLink.RPCMode.Others instead of uLink.RPCMode.All ( which caused CL_ConsoleMessage to invoke itself on the server ) git-svn-id: https://garryshomepc/svn/494876-rust_src@2117 0116351e-01fd-46a3-8c09-64bf5bb0948b disabled decay while the game is loading. git-svn-id: https://garryshomepc/svn/494876-rust_src@2118 0116351e-01fd-46a3-8c09-64bf5bb0948b fix for capsule mesh generation where it'd have a flat side (for tree colliders) git-svn-id: https://garryshomepc/svn/494876-rust_src@2119 0116351e-01fd-46a3-8c09-64bf5bb0948b rebuilt tree colliders git-svn-id: https://garryshomepc/svn/494876-rust_src@2120 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2121 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2122 0116351e-01fd-46a3-8c09-64bf5bb0948b Commands to check whether user is in steam group git-svn-id: https://garryshomepc/svn/494876-rust_src@2123 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2124 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2125 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2126 0116351e-01fd-46a3-8c09-64bf5bb0948b server.steamgroup is now enforced (if set) git-svn-id: https://garryshomepc/svn/494876-rust_src@2127 0116351e-01fd-46a3-8c09-64bf5bb0948b applied a similar limiter that structure decay uses to env decay. no more than 8 env decays will run expensive operations per frame with max of 100 being tested. it doesn't seem to really be an issue but it does kind of spike out slightly at times. git-svn-id: https://garryshomepc/svn/494876-rust_src@2128 0116351e-01fd-46a3-8c09-64bf5bb0948b struct BufferHealthRPC to avoid networking health values for things which are at max health. Reduces the amount of copy-paste code and should take a sizable chunk out of the send buffer usage when you factor in pillars/foundations which remain at max health most of the time. Also unbuffers things being repaired to full health. git-svn-id: https://garryshomepc/svn/494876-rust_src@2129 0116351e-01fd-46a3-8c09-64bf5bb0948b took the damage fade logic from HealthTextureDimmer and StructureComponent which was copy-paste into a small reusable struct anything can use. git-svn-id: https://garryshomepc/svn/494876-rust_src@2130 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed security issues with deployable object ClientHealthUpdate, Client_OnKilled and GetOwnerInfo. any client could have rpc'd the server and altered or deleted the object. git-svn-id: https://garryshomepc/svn/494876-rust_src@2131 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed security issues with StructureComponent's rpcs "ClientHealthUpdate", "ClientKilled", "SMSet" all of which would have altered server side data or destroyed. git-svn-id: https://garryshomepc/svn/494876-rust_src@2132 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed security issues with StructureMaster's rpcs "GetOwnerInfo" all of which would have altered server side data. git-svn-id: https://garryshomepc/svn/494876-rust_src@2133 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed security issues with NGC, possibly allowing clients to delete/add objects. git-svn-id: https://garryshomepc/svn/494876-rust_src@2134 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing this art folder. Please use the https://facepunch.svn.beanstalkapp.com/rust_art/ repo instead git-svn-id: https://garryshomepc/svn/494876-rust_src@2135 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up git-svn-id: https://garryshomepc/svn/494876-rust_src@2136 0116351e-01fd-46a3-8c09-64bf5bb0948b d: ? git-svn-id: https://garryshomepc/svn/494876-rust_src@2137 0116351e-01fd-46a3-8c09-64bf5bb0948b Steam Group Functions git-svn-id: https://garryshomepc/svn/494876-rust_src@2138 0116351e-01fd-46a3-8c09-64bf5bb0948b New server whitelist category on server menu git-svn-id: https://garryshomepc/svn/494876-rust_src@2139 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2140 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2141 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2142 0116351e-01fd-46a3-8c09-64bf5bb0948b SteamServer_GetSteamID etc git-svn-id: https://garryshomepc/svn/494876-rust_src@2143 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2144 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2145 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2146 0116351e-01fd-46a3-8c09-64bf5bb0948b SteamUser binds git-svn-id: https://garryshomepc/svn/494876-rust_src@2147 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2148 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2149 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2150 0116351e-01fd-46a3-8c09-64bf5bb0948b Server sends its steamid, ip and port to user on connect Client tries to advertise the game if it has that information git-svn-id: https://garryshomepc/svn/494876-rust_src@2151 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated old icon git-svn-id: https://garryshomepc/svn/494876-rust_src@2152 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed cars, removed horrible in-world labels *** player labels are missing - I am working on it *** git-svn-id: https://garryshomepc/svn/494876-rust_src@2153 0116351e-01fd-46a3-8c09-64bf5bb0948b Webplayer isn't used anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@2154 0116351e-01fd-46a3-8c09-64bf5bb0948b Added Player.cs - a generic nice place to put player set up code (which doesn't seem to exist right now outside of plugins??) Added GameTip.cs - which when attached to a renderer tries to draw a tooltip on it Added GameTooltipManager.cs - which handles a bunch of tooltip stuff (like pooling) (I haven't done a cleanup pass over this code yet, I just got it working) git-svn-id: https://garryshomepc/svn/494876-rust_src@2155 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2156 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2157 0116351e-01fd-46a3-8c09-64bf5bb0948b increased protocol to 1068 git-svn-id: https://garryshomepc/svn/494876-rust_src@2158 0116351e-01fd-46a3-8c09-64bf5bb0948b Add server version to tags only show servers with server version in tags hide vac secure servers from vac banned people and vac insecure servers away from non vac banned people This should speed up the server list refresh on the dev version git-svn-id: https://garryshomepc/svn/494876-rust_src@2159 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2160 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2161 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2162 0116351e-01fd-46a3-8c09-64bf5bb0948b Wrong array git-svn-id: https://garryshomepc/svn/494876-rust_src@2163 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2164 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2165 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2166 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing InfoLabelProbe git-svn-id: https://garryshomepc/svn/494876-rust_src@2167 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed missing tooltip scripts from prefabs git-svn-id: https://garryshomepc/svn/494876-rust_src@2168 0116351e-01fd-46a3-8c09-64bf5bb0948b Attached tooltip to head mesh (they only draw when this mesh is drawn) Scale tooltips by fov, more of an in world feel Removed tooltip lerp because it was terrible git-svn-id: https://garryshomepc/svn/494876-rust_src@2169 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2170 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2171 0116351e-01fd-46a3-8c09-64bf5bb0948b Limit server hostname size in server browser (discourage branding, tagging) if the hostname contains oxide or rust++ and isn't set as modded - don't show it at all git-svn-id: https://garryshomepc/svn/494876-rust_src@2172 0116351e-01fd-46a3-8c09-64bf5bb0948b Protocol should MATCH - but just be newer git-svn-id: https://garryshomepc/svn/494876-rust_src@2173 0116351e-01fd-46a3-8c09-64bf5bb0948b Missed an = git-svn-id: https://garryshomepc/svn/494876-rust_src@2174 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging.. (to 2043) git-svn-id: https://garryshomepc/svn/494876-rust_src@2175 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged to 2059 git-svn-id: https://garryshomepc/svn/494876-rust_src@2176 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged to 2090 git-svn-id: https://garryshomepc/svn/494876-rust_src@2177 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged to 2107 git-svn-id: https://garryshomepc/svn/494876-rust_src@2178 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged to 2134 git-svn-id: https://garryshomepc/svn/494876-rust_src@2179 0116351e-01fd-46a3-8c09-64bf5bb0948b This part of the branch won't merge.. so doing it manually git-svn-id: https://garryshomepc/svn/494876-rust_src@2180 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge finished ! git-svn-id: https://garryshomepc/svn/494876-rust_src@2181 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaning up after merge git-svn-id: https://garryshomepc/svn/494876-rust_src@2182 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated TOS git-svn-id: https://garryshomepc/svn/494876-rust_src@2183 0116351e-01fd-46a3-8c09-64bf5bb0948b I think these are deleted git-svn-id: https://garryshomepc/svn/494876-rust_src@2184 0116351e-01fd-46a3-8c09-64bf5bb0948b - Removed unisky - Added TOD Sky - Added Better Water - Replaced IClientConnectListener This is terribly broken right now - but I'll fix it don't worry :) git-svn-id: https://garryshomepc/svn/494876-rust_src@2185 0116351e-01fd-46a3-8c09-64bf5bb0948b no more facepunch sky git-svn-id: https://garryshomepc/svn/494876-rust_src@2186 0116351e-01fd-46a3-8c09-64bf5bb0948b A lonely meta file was forgotten git-svn-id: https://garryshomepc/svn/494876-rust_src@2187 0116351e-01fd-46a3-8c09-64bf5bb0948b Added build_tools.sh for UNIX-like operating systems git-svn-id: https://garryshomepc/svn/494876-rust_src@2188 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaking sky/water git-svn-id: https://garryshomepc/svn/494876-rust_src@2189 0116351e-01fd-46a3-8c09-64bf5bb0948b Facepunch Sky again ! git-svn-id: https://garryshomepc/svn/494876-rust_src@2190 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't delete shit in the skybox git-svn-id: https://garryshomepc/svn/494876-rust_src@2191 0116351e-01fd-46a3-8c09-64bf5bb0948b Added AA and FPS limit to the render convars git-svn-id: https://garryshomepc/svn/494876-rust_src@2192 0116351e-01fd-46a3-8c09-64bf5bb0948b Let the meta file rest in piece please git-svn-id: https://garryshomepc/svn/494876-rust_src@2193 0116351e-01fd-46a3-8c09-64bf5bb0948b Turns out we're using deferred rendering, so no AA for now git-svn-id: https://garryshomepc/svn/494876-rust_src@2194 0116351e-01fd-46a3-8c09-64bf5bb0948b Made the parameters of the sky prefab a little more sane, the rest will be fixed in a Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2195 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed unused and wrongly placed sky prefab git-svn-id: https://garryshomepc/svn/494876-rust_src@2196 0116351e-01fd-46a3-8c09-64bf5bb0948b Crashy git-svn-id: https://garryshomepc/svn/494876-rust_src@2197 0116351e-01fd-46a3-8c09-64bf5bb0948b 45mins day, 15 mins night by default Fixed water looking odd Increased protocol git-svn-id: https://garryshomepc/svn/494876-rust_src@2198 0116351e-01fd-46a3-8c09-64bf5bb0948b Didn't save until I exited ! git-svn-id: https://garryshomepc/svn/494876-rust_src@2199 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2200 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2201 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2202 0116351e-01fd-46a3-8c09-64bf5bb0948b removed debug git-svn-id: https://garryshomepc/svn/494876-rust_src@2203 0116351e-01fd-46a3-8c09-64bf5bb0948b Attempted to reduce road flickering, this needs testing git-svn-id: https://garryshomepc/svn/494876-rust_src@2204 0116351e-01fd-46a3-8c09-64bf5bb0948b Set the light source to use quality settings for the shadow resolution and tweaked the fallof parameter to keep the sun from going below the terrain, which would result in disappearing terrain shadows git-svn-id: https://garryshomepc/svn/494876-rust_src@2205 0116351e-01fd-46a3-8c09-64bf5bb0948b Prefab didn't save before git-svn-id: https://garryshomepc/svn/494876-rust_src@2206 0116351e-01fd-46a3-8c09-64bf5bb0948b Set the TOD_Sky reference in TOD_Camera to correctly move and scale the sky dome git-svn-id: https://garryshomepc/svn/494876-rust_src@2207 0116351e-01fd-46a3-8c09-64bf5bb0948b Let's give depth only clear flags a try git-svn-id: https://garryshomepc/svn/494876-rust_src@2208 0116351e-01fd-46a3-8c09-64bf5bb0948b fixed missing color property error with health texture dimmer which never showed up before because the things causing the issue weren't dimming before. public bool disabled; was added to HealthDimmer. Which can be set to true to disable the dimmer ( still updates the health value on the take damage ) git-svn-id: https://garryshomepc/svn/494876-rust_src@2209 0116351e-01fd-46a3-8c09-64bf5bb0948b Added new campfire model Added new storage box model git-svn-id: https://garryshomepc/svn/494876-rust_src@2210 0116351e-01fd-46a3-8c09-64bf5bb0948b Added item condition + condition loss git-svn-id: https://garryshomepc/svn/494876-rust_src@2211 0116351e-01fd-46a3-8c09-64bf5bb0948b Applied condition loss to items git-svn-id: https://garryshomepc/svn/494876-rust_src@2212 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed pivot point of workbench git-svn-id: https://garryshomepc/svn/494876-rust_src@2213 0116351e-01fd-46a3-8c09-64bf5bb0948b Lowered spawn rate of c4 slightly git-svn-id: https://garryshomepc/svn/494876-rust_src@2214 0116351e-01fd-46a3-8c09-64bf5bb0948b Added repairbench GUI modifications to support condition Updated workbench icon git-svn-id: https://garryshomepc/svn/494876-rust_src@2215 0116351e-01fd-46a3-8c09-64bf5bb0948b item proto containing condition related stuff git-svn-id: https://garryshomepc/svn/494876-rust_src@2216 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed crashing not actually making a dump Fixed potential freeze git-svn-id: https://garryshomepc/svn/494876-rust_src@2217 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2218 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2219 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2220 0116351e-01fd-46a3-8c09-64bf5bb0948b Generate a random filename git-svn-id: https://garryshomepc/svn/494876-rust_src@2221 0116351e-01fd-46a3-8c09-64bf5bb0948b Feedback is fire and forget again git-svn-id: https://garryshomepc/svn/494876-rust_src@2222 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2223 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2224 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaking git-svn-id: https://garryshomepc/svn/494876-rust_src@2225 0116351e-01fd-46a3-8c09-64bf5bb0948b Putting an end to the Plugins folder insanity - Moved non plugins from plugins folder to rust/scripts/ - Added Pat_ in front of anything that looks like it might be a bit over-engineered - PLUGINS FOLDER IS NOW FOR PLUGINS ONLY git-svn-id: https://garryshomepc/svn/494876-rust_src@2226 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed librust architecture on OSX (now i386 as Windows and Linux) git-svn-id: https://garryshomepc/svn/494876-rust_src@2227 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2228 0116351e-01fd-46a3-8c09-64bf5bb0948b Waterline trigger hurt/drowning Tweaked sky, beams git-svn-id: https://garryshomepc/svn/494876-rust_src@2229 0116351e-01fd-46a3-8c09-64bf5bb0948b Print to console git-svn-id: https://garryshomepc/svn/494876-rust_src@2230 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed svn:ignore for librust.so and added librust.bundle for the OSX editor git-svn-id: https://garryshomepc/svn/494876-rust_src@2231 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Assets/Plugins/librust.so from the repository as it should be copied there by the build_tools scripts git-svn-id: https://garryshomepc/svn/494876-rust_src@2232 0116351e-01fd-46a3-8c09-64bf5bb0948b Sky colour now affects water colour (looks better when reflection is off) Added water reflection option to main menu Tied water quality to render quality GameEvents.QualitySettingsRefresh is called when quality settings are changed git-svn-id: https://garryshomepc/svn/494876-rust_src@2233 0116351e-01fd-46a3-8c09-64bf5bb0948b Default reflections off 'Reflections off' means it only renders the skybox in the reflection git-svn-id: https://garryshomepc/svn/494876-rust_src@2234 0116351e-01fd-46a3-8c09-64bf5bb0948b Compile librust.dylib as a universal i386 and x86_64 binary on OSX as the Unity editor requires 32bit on all systems and the standalone application requires 64bit on 64bit systems git-svn-id: https://garryshomepc/svn/494876-rust_src@2235 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2236 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2237 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2238 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2239 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2240 0116351e-01fd-46a3-8c09-64bf5bb0948b OSX and Linux server start scripts git-svn-id: https://garryshomepc/svn/494876-rust_src@2241 0116351e-01fd-46a3-8c09-64bf5bb0948b fixes for removal of plugins folder git-svn-id: https://garryshomepc/svn/494876-rust_src@2242 0116351e-01fd-46a3-8c09-64bf5bb0948b EAC test git-svn-id: https://garryshomepc/svn/494876-rust_src@2243 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2244 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2245 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated to latest git-svn-id: https://garryshomepc/svn/494876-rust_src@2246 0116351e-01fd-46a3-8c09-64bf5bb0948b rust.exe - not rust_main.exe git-svn-id: https://garryshomepc/svn/494876-rust_src@2247 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2248 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2249 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2250 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2251 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2252 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed water having alpha Fixed terrain not casting shadows Fixed water not casting shadows Fixed sunbeams not using depth Added WriteZ material (main purpose is to block the sun) git-svn-id: https://garryshomepc/svn/494876-rust_src@2253 0116351e-01fd-46a3-8c09-64bf5bb0948b Are these important? git-svn-id: https://garryshomepc/svn/494876-rust_src@2254 0116351e-01fd-46a3-8c09-64bf5bb0948b We seem to get this error a lot and no-one seems able to fix it. Lets ignore it? git-svn-id: https://garryshomepc/svn/494876-rust_src@2255 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed Debug text git-svn-id: https://garryshomepc/svn/494876-rust_src@2256 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated Time of Day to the latest dev build, should fix most of the things that still bothered us git-svn-id: https://garryshomepc/svn/494876-rust_src@2257 0116351e-01fd-46a3-8c09-64bf5bb0948b Set the cloud scales in Vector2 format (same values as the old floats for x and y) git-svn-id: https://garryshomepc/svn/494876-rust_src@2258 0116351e-01fd-46a3-8c09-64bf5bb0948b Applied another update from the Time of Day dev build that should fix the space material always showing up in version control if a scene with the sky dome in it is open git-svn-id: https://garryshomepc/svn/494876-rust_src@2259 0116351e-01fd-46a3-8c09-64bf5bb0948b File ignores git-svn-id: https://garryshomepc/svn/494876-rust_src@2260 0116351e-01fd-46a3-8c09-64bf5bb0948b Another fix from the Time of Day dev build, this time for the fog color git-svn-id: https://garryshomepc/svn/494876-rust_src@2261 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated water git-svn-id: https://garryshomepc/svn/494876-rust_src@2262 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweak git-svn-id: https://garryshomepc/svn/494876-rust_src@2263 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update from the dev branch for the moon halo and slight tweaks to our custom sky prefab git-svn-id: https://garryshomepc/svn/494876-rust_src@2264 0116351e-01fd-46a3-8c09-64bf5bb0948b Made the clouds synchronize between the server and the clients git-svn-id: https://garryshomepc/svn/494876-rust_src@2265 0116351e-01fd-46a3-8c09-64bf5bb0948b Deleting old branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2266 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update, further tweaks of our custom sky dome prefab, reset all sky dome instance parameters to the prefab git-svn-id: https://garryshomepc/svn/494876-rust_src@2267 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update, further tweaks of our custom sky dome prefab git-svn-id: https://garryshomepc/svn/494876-rust_src@2268 0116351e-01fd-46a3-8c09-64bf5bb0948b Condition tooltips now show cond/max Items are shaded yellow when nearing 'death' Repairbench GUI handles all sorts of conditions (not needing repair etc) item max condition is worldsaved Items now have a chance to destroy themselves if they are in really bad shape Fixed a bunch of repairbench bugs - repairing items should work! git-svn-id: https://garryshomepc/svn/494876-rust_src@2269 0116351e-01fd-46a3-8c09-64bf5bb0948b Don't bother sending CRC info. It's not useful. git-svn-id: https://garryshomepc/svn/494876-rust_src@2270 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2271 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2272 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2273 0116351e-01fd-46a3-8c09-64bf5bb0948b Shotguns lose condition now git-svn-id: https://garryshomepc/svn/494876-rust_src@2274 0116351e-01fd-46a3-8c09-64bf5bb0948b Armor is condition eligable now Armor should lose condition when damage is taken Fixed repair bench window saying 'loot' git-svn-id: https://garryshomepc/svn/494876-rust_src@2275 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update, the sun shafts are tamed If we encounter further issues I could still rewrite the cloud shader to write to the depth buffer in a second pass The way I'm currently handling it has the advantage that transparent objects that don't write to the depth buffer would also correctly affect sun shafts, which wouldn't be possible otherwise and could be a pretty nice feature to have in the future git-svn-id: https://garryshomepc/svn/494876-rust_src@2276 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed armor taking way too much damage Armor now shows condition Fixed shotgun type weapons taking condition damage for each pellet rather than each shot fixed broken armor not unequipping when possible git-svn-id: https://garryshomepc/svn/494876-rust_src@2277 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed not being able to place workbenches and repairbenches close to storage boxes Fixed being able to re-equip broken armor git-svn-id: https://garryshomepc/svn/494876-rust_src@2278 0116351e-01fd-46a3-8c09-64bf5bb0948b Quick hack to prevent some console spam regarding AI not placed ont he navmesh, should be redone git-svn-id: https://garryshomepc/svn/494876-rust_src@2279 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2280 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2281 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2282 0116351e-01fd-46a3-8c09-64bf5bb0948b Sky prefab tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@2283 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating staging branch. Anything on here should be in theory ready to go. This branch should always match what is live. git-svn-id: https://garryshomepc/svn/494876-rust_src@2284 0116351e-01fd-46a3-8c09-64bf5bb0948b Changing scripts to enable a staging branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2285 0116351e-01fd-46a3-8c09-64bf5bb0948b These bat files aren't needed or used git-svn-id: https://garryshomepc/svn/494876-rust_src@2286 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged steampipe changes from staging git-svn-id: https://garryshomepc/svn/494876-rust_src@2287 0116351e-01fd-46a3-8c09-64bf5bb0948b Removing Bootil external git-svn-id: https://garryshomepc/svn/494876-rust_src@2288 0116351e-01fd-46a3-8c09-64bf5bb0948b Adding bootil back as a non external git-svn-id: https://garryshomepc/svn/494876-rust_src@2289 0116351e-01fd-46a3-8c09-64bf5bb0948b Bootil merge [1/2] git-svn-id: https://garryshomepc/svn/494876-rust_src@2290 0116351e-01fd-46a3-8c09-64bf5bb0948b Bootil merge [2/2] git-svn-id: https://garryshomepc/svn/494876-rust_src@2291 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2292 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2293 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2294 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2295 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2296 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2297 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2298 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2299 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2300 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2301 0116351e-01fd-46a3-8c09-64bf5bb0948b Prefab tweaks, increased the lighting contrast by reducing the ambient light intensity relative to the directional light intensity git-svn-id: https://garryshomepc/svn/494876-rust_src@2302 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2303 0116351e-01fd-46a3-8c09-64bf5bb0948b Moving this here - since it's common to all branches git-svn-id: https://garryshomepc/svn/494876-rust_src@2304 0116351e-01fd-46a3-8c09-64bf5bb0948b steampipe/ is moved to /trunk/steampipe git-svn-id: https://garryshomepc/svn/494876-rust_src@2305 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged steampipe folder removal git-svn-id: https://garryshomepc/svn/494876-rust_src@2306 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a template to create a valid OSX librust.bundle file with git-svn-id: https://garryshomepc/svn/494876-rust_src@2307 0116351e-01fd-46a3-8c09-64bf5bb0948b Correctly generate bundle files rather than naked dylib files for the OSX editor to be able to find and utilize them git-svn-id: https://garryshomepc/svn/494876-rust_src@2308 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging tools/EAC/Feedback changes from dev - Random screenshot filename - Added EAC files - Fixed thread related crash/freeze - Create a crash dump on crash/freeze git-svn-id: https://garryshomepc/svn/494876-rust_src@2309 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2310 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2311 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2312 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2313 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2314 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2315 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2316 0116351e-01fd-46a3-8c09-64bf5bb0948b A first iteration of build scripts for OSX standalones using the OSX editor, those will be handy when I try to debug the performance and general weirdness issues we have on OSX git-svn-id: https://garryshomepc/svn/494876-rust_src@2317 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the seemingly randomly placed specular highlight on our water Added the specular lighting script to the water prefab but set its color to black The specular highlight bugs around towards sunset anyhow, so we probably don't want it to show up at all git-svn-id: https://garryshomepc/svn/494876-rust_src@2318 0116351e-01fd-46a3-8c09-64bf5bb0948b This should go here git-svn-id: https://garryshomepc/svn/494876-rust_src@2319 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2320 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the seemingly randomly placed specular highlight on our water Commit 2318 forgot to add the material, the script doesn't store the specular highlight color but just displays it for editing apparently git-svn-id: https://garryshomepc/svn/494876-rust_src@2321 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed clear flag weirdness on some hardware / software combinations, it should now be save to use depth only clear flags in the next update git-svn-id: https://garryshomepc/svn/494876-rust_src@2322 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed clear flag weirdness on some hardware / software combinations, it should now be save to use depth only clear flags in the next update git-svn-id: https://garryshomepc/svn/494876-rust_src@2323 0116351e-01fd-46a3-8c09-64bf5bb0948b Those should go here git-svn-id: https://garryshomepc/svn/494876-rust_src@2324 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed unused enable method and cleaned up a bit, also made it not be executed in the editor all the time git-svn-id: https://garryshomepc/svn/494876-rust_src@2325 0116351e-01fd-46a3-8c09-64bf5bb0948b Switching cheatpunch URL, to catch hackers off guard git-svn-id: https://garryshomepc/svn/494876-rust_src@2326 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2327 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2328 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2329 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2330 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2331 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed the grass on OSX and Linux and improved its shader performance on all platforms 3 vert-frag interpolators less (down from 8 to 5) 2 frag multiplications less (down from 5 to 3) frag no longer does any unnecessary calculations for clipped pixels (could be as much as 50% of the calls) git-svn-id: https://garryshomepc/svn/494876-rust_src@2332 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted the terrain file to commit 2120 and rebuilt the grass meshes, if this doesn't do it one of you will have to look into it git-svn-id: https://garryshomepc/svn/494876-rust_src@2333 0116351e-01fd-46a3-8c09-64bf5bb0948b Only sign the rust.exe - because we have other dlls now! git-svn-id: https://garryshomepc/svn/494876-rust_src@2334 0116351e-01fd-46a3-8c09-64bf5bb0948b Merging from staging git-svn-id: https://garryshomepc/svn/494876-rust_src@2335 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed foam texture overwhelming git-svn-id: https://garryshomepc/svn/494876-rust_src@2336 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2337 0116351e-01fd-46a3-8c09-64bf5bb0948b Updated/fixed EAC Launcher git-svn-id: https://garryshomepc/svn/494876-rust_src@2338 0116351e-01fd-46a3-8c09-64bf5bb0948b merged changes to EAC git-svn-id: https://garryshomepc/svn/494876-rust_src@2339 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2340 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2341 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2342 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2343 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2344 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2345 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2346 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2347 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed sun snapping every 5 seconds Fixed not being able to set current env.time Fixed moon phase not being synced (this needs a server update to work) git-svn-id: https://garryshomepc/svn/494876-rust_src@2348 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed water damage git-svn-id: https://garryshomepc/svn/494876-rust_src@2349 0116351e-01fd-46a3-8c09-64bf5bb0948b Log the death of anything (cheat/stats) git-svn-id: https://garryshomepc/svn/494876-rust_src@2350 0116351e-01fd-46a3-8c09-64bf5bb0948b Mandatory 1 second between chattings Maxiumum 128 character chat messages chat.serverlog logging on by default git-svn-id: https://garryshomepc/svn/494876-rust_src@2351 0116351e-01fd-46a3-8c09-64bf5bb0948b Log chat on the serverside Not on the clientside git-svn-id: https://garryshomepc/svn/494876-rust_src@2352 0116351e-01fd-46a3-8c09-64bf5bb0948b VAC banned players can join server when running with -insecure git-svn-id: https://garryshomepc/svn/494876-rust_src@2353 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2354 0116351e-01fd-46a3-8c09-64bf5bb0948b Changed Unity build targets to 32bit-only on OSX and Linux as 64bit / universal seems to cause issues at the moment git-svn-id: https://garryshomepc/svn/494876-rust_src@2355 0116351e-01fd-46a3-8c09-64bf5bb0948b Bow security - Action1 - Marks on the server that an arrow is in flight, can only be called at an interval of firerate Action2 - Reports an arrow hit and deals damage - only valid if an arrow was in flight Action3 - Reports an arrow miss decrements an arrow in flight ServerFrame - after lastFireTime + maxArrowDuration we decrement arrows in flight to zero Still needs some more testing but atleast now the hackers can only damage single things with an arrow aimbot instead of direct damaging everything in a radius 100x a second git-svn-id: https://garryshomepc/svn/494876-rust_src@2356 0116351e-01fd-46a3-8c09-64bf5bb0948b Bugfix for loophole where hitting a dead object may not immediately deduct an active arrow git-svn-id: https://garryshomepc/svn/494876-rust_src@2357 0116351e-01fd-46a3-8c09-64bf5bb0948b Deleting staging branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2358 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating new staging branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2359 0116351e-01fd-46a3-8c09-64bf5bb0948b Unified the loading logging statements into a single method, all previous logs still appear (some with different messages) and we don't have randomly placed Debug.Log calls anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@2360 0116351e-01fd-46a3-8c09-64bf5bb0948b The client also requires the Rust steam app id to launch, so let's automatically copy it to the build folder git-svn-id: https://garryshomepc/svn/494876-rust_src@2361 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some official servers git-svn-id: https://garryshomepc/svn/494876-rust_src@2362 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some official servers git-svn-id: https://garryshomepc/svn/494876-rust_src@2363 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2364 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2365 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2366 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2367 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2368 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2369 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2370 0116351e-01fd-46a3-8c09-64bf5bb0948b Revert so I can merge from dev git-svn-id: https://garryshomepc/svn/494876-rust_src@2371 0116351e-01fd-46a3-8c09-64bf5bb0948b Added some official servers via merge from trunk git-svn-id: https://garryshomepc/svn/494876-rust_src@2372 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2373 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2374 0116351e-01fd-46a3-8c09-64bf5bb0948b Timing chat output to make helk/garry look stupid git-svn-id: https://garryshomepc/svn/494876-rust_src@2375 0116351e-01fd-46a3-8c09-64bf5bb0948b Launcher doesn't try to install EAC on LIVE branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2376 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2377 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2378 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2379 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2380 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2381 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a properly lit shader for smoke particles git-svn-id: https://garryshomepc/svn/494876-rust_src@2382 0116351e-01fd-46a3-8c09-64bf5bb0948b Made the smoke grenade signal use the new smoke particle shader git-svn-id: https://garryshomepc/svn/494876-rust_src@2383 0116351e-01fd-46a3-8c09-64bf5bb0948b Bundled the default billboard shaders and removed a factor of 2 from the leaves color calculation, should give better results git-svn-id: https://garryshomepc/svn/494876-rust_src@2384 0116351e-01fd-46a3-8c09-64bf5bb0948b Further tree billboard shader tweaks git-svn-id: https://garryshomepc/svn/494876-rust_src@2385 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted to commit 2383 for now since custom tree billboard shaders cause issues - I'll investigate this further, but we might end up simply manually assigning modified shaders to every tree if the simple replacement technique doesn't work git-svn-id: https://garryshomepc/svn/494876-rust_src@2386 0116351e-01fd-46a3-8c09-64bf5bb0948b Let's try reducing the brightness of billboards in the display shader rather than the creation shader This is actually the 'stupid' way of doing it since the multiplications with 2 are still being executed and stored in the billboard textures, they are merely reverted when rendering the billboards by multiplying with 0.5 However, the advantage of doing it this way is that less code is being modified We don't really have a choice though since the billboard creation didn't work at all with modified shaders (probably an issue with asset bundle references) git-svn-id: https://garryshomepc/svn/494876-rust_src@2387 0116351e-01fd-46a3-8c09-64bf5bb0948b EAC updated DLL git-svn-id: https://garryshomepc/svn/494876-rust_src@2388 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2389 0116351e-01fd-46a3-8c09-64bf5bb0948b Keep the light source slightly above the horizon at all times, helps with shadow artifacts git-svn-id: https://garryshomepc/svn/494876-rust_src@2390 0116351e-01fd-46a3-8c09-64bf5bb0948b Set AF only via quality settings, no need to manually set it to enabled or disabled again in code git-svn-id: https://garryshomepc/svn/494876-rust_src@2391 0116351e-01fd-46a3-8c09-64bf5bb0948b Enabled AF for terrain, road, rocks and building textures git-svn-id: https://garryshomepc/svn/494876-rust_src@2392 0116351e-01fd-46a3-8c09-64bf5bb0948b Fixed one mashed up area in the map that was spawning 10 wolves and 10 bears instead of 3/3 git-svn-id: https://garryshomepc/svn/494876-rust_src@2393 0116351e-01fd-46a3-8c09-64bf5bb0948b Additional checks for failing to place an agent on the navmesh resulting in console spam Fixed supply drops with the new sky git-svn-id: https://garryshomepc/svn/494876-rust_src@2394 0116351e-01fd-46a3-8c09-64bf5bb0948b Time of Day update git-svn-id: https://garryshomepc/svn/494876-rust_src@2395 0116351e-01fd-46a3-8c09-64bf5bb0948b Replaced the GFx system with a lightweight image effect manager script Moved the GFx files to trunk/graveyard in case they are still required git-svn-id: https://garryshomepc/svn/494876-rust_src@2396 0116351e-01fd-46a3-8c09-64bf5bb0948b Avoid duplicate connection logs and use the new loading status logging system git-svn-id: https://garryshomepc/svn/494876-rust_src@2397 0116351e-01fd-46a3-8c09-64bf5bb0948b Disabled the image effects in the editor and fixed the long-time Rust bug that on respawn the fade from black started too late git-svn-id: https://garryshomepc/svn/494876-rust_src@2398 0116351e-01fd-46a3-8c09-64bf5bb0948b Moved the GFx files to trunk/graveyard in case they are still required (This time for real after I forgot to add the files to the first commit) git-svn-id: https://garryshomepc/svn/494876-rust_src@2399 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted all built-in image effects to the default imports git-svn-id: https://garryshomepc/svn/494876-rust_src@2400 0116351e-01fd-46a3-8c09-64bf5bb0948b Looks like one meta file was missing git-svn-id: https://garryshomepc/svn/494876-rust_src@2401 0116351e-01fd-46a3-8c09-64bf5bb0948b Probably more intuitive to only make gfx.all return true if all effects are set and false as soon as at least one is not set git-svn-id: https://garryshomepc/svn/494876-rust_src@2402 0116351e-01fd-46a3-8c09-64bf5bb0948b garry wins git-svn-id: https://garryshomepc/svn/494876-rust_src@2403 0116351e-01fd-46a3-8c09-64bf5bb0948b The accidental terrain modification was apparently not caused by one of my commits after all, so I went further back to r2003, rebuilt the grass mesh again and verified that the floating grass is now gone git-svn-id: https://garryshomepc/svn/494876-rust_src@2404 0116351e-01fd-46a3-8c09-64bf5bb0948b OSX dock icon fix preparations git-svn-id: https://garryshomepc/svn/494876-rust_src@2405 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge OSX dock icon fix preparations into dev branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2406 0116351e-01fd-46a3-8c09-64bf5bb0948b Enforce the new folder structure on OSX git-svn-id: https://garryshomepc/svn/494876-rust_src@2407 0116351e-01fd-46a3-8c09-64bf5bb0948b Put the grass convar class in its own file in the correct folder git-svn-id: https://garryshomepc/svn/494876-rust_src@2408 0116351e-01fd-46a3-8c09-64bf5bb0948b Is there a reason this is not marked as ExecuteInEditMode? Works for me and is nice to have when doing some rough performance estimates git-svn-id: https://garryshomepc/svn/494876-rust_src@2409 0116351e-01fd-46a3-8c09-64bf5bb0948b Cleaned up the default config that is being loaded whenno config has been found git-svn-id: https://garryshomepc/svn/494876-rust_src@2410 0116351e-01fd-46a3-8c09-64bf5bb0948b Enable / disable image effects according to the selected quality level, correctly sync the Unity launcher quality level with our console system convar git-svn-id: https://garryshomepc/svn/494876-rust_src@2411 0116351e-01fd-46a3-8c09-64bf5bb0948b Added render.distance (0-1), defaults to 0.2 (=800m as before) and can be adjusted between 0 (=500m) and 1 (=2000m) git-svn-id: https://garryshomepc/svn/494876-rust_src@2412 0116351e-01fd-46a3-8c09-64bf5bb0948b Disabled window resizing as it causes issues with our ingame font (at least on OSX the font will be cut off as soon as I resize the window, so it's better to just use the Unity resolution manager to set everything up) git-svn-id: https://garryshomepc/svn/494876-rust_src@2413 0116351e-01fd-46a3-8c09-64bf5bb0948b Revert r2413 as Garry thinks people might complain about not being able to resize their windows anymore git-svn-id: https://garryshomepc/svn/494876-rust_src@2414 0116351e-01fd-46a3-8c09-64bf5bb0948b Decreased shadow bias from 2 to 0.25 since everything above that didn't really improve anything flickering-wise in my tests but rather leads to shadows being disconnected from their casters, especially in houses - also increased the light source minimum angle to fight some last terrain shadowing issues and keep shadows from being stretched too long at dusk and dawn, which also tends to cause weird shadow behaviour git-svn-id: https://garryshomepc/svn/494876-rust_src@2415 0116351e-01fd-46a3-8c09-64bf5bb0948b Added input string verification to the console system Fixes the issue OSX users encountered that the first command they entered into the console did not work For now everything except letters, digits, punctuations, separators and symbols is being removed git-svn-id: https://garryshomepc/svn/494876-rust_src@2416 0116351e-01fd-46a3-8c09-64bf5bb0948b Tabs vs. spaces strikes again, converted my code to tabs to at least stay consistent within one file git-svn-id: https://garryshomepc/svn/494876-rust_src@2417 0116351e-01fd-46a3-8c09-64bf5bb0948b -replacing the old v_bolt_rifle .mdl with the new one with better arms -deleted some old test.fbx files that don't belong on svn anymore. git-svn-id: https://garryshomepc/svn/494876-rust_src@2418 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in view models to staging (they're ready to go in game now). -removed some unnecessary .fbx files from staging (e.g. v_vertec@deploy.fbx, etc.... ); The new v_vertec.fbx has all of the animations inside. git-svn-id: https://garryshomepc/svn/494876-rust_src@2419 0116351e-01fd-46a3-8c09-64bf5bb0948b rcon binding now properly observes -ip git-svn-id: https://garryshomepc/svn/494876-rust_src@2420 0116351e-01fd-46a3-8c09-64bf5bb0948b Description typo git-svn-id: https://garryshomepc/svn/494876-rust_src@2421 0116351e-01fd-46a3-8c09-64bf5bb0948b Properly detect quality settings changes made in the Unity launcher to update gfx convars if required git-svn-id: https://garryshomepc/svn/494876-rust_src@2422 0116351e-01fd-46a3-8c09-64bf5bb0948b Tweaked radiation grain intensity to be more in line with the old modified image effect, set minimum render distance to 600 and maximum render distance to 1600 git-svn-id: https://garryshomepc/svn/494876-rust_src@2423 0116351e-01fd-46a3-8c09-64bf5bb0948b Merged Assets and ProjectSettings from dev to staging git-svn-id: https://garryshomepc/svn/494876-rust_src@2424 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in more view models ready to go in game. git-svn-id: https://garryshomepc/svn/494876-rust_src@2425 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking this in so Patrik can help me debug it. git-svn-id: https://garryshomepc/svn/494876-rust_src@2426 0116351e-01fd-46a3-8c09-64bf5bb0948b Only execute on the client git-svn-id: https://garryshomepc/svn/494876-rust_src@2427 0116351e-01fd-46a3-8c09-64bf5bb0948b Merge git-svn-id: https://garryshomepc/svn/494876-rust_src@2428 0116351e-01fd-46a3-8c09-64bf5bb0948b new FP6 view model git-svn-id: https://garryshomepc/svn/494876-rust_src@2429 0116351e-01fd-46a3-8c09-64bf5bb0948b some fixes to view model importing git-svn-id: https://garryshomepc/svn/494876-rust_src@2430 0116351e-01fd-46a3-8c09-64bf5bb0948b -fixed the normals on the Hands -tweaked the vertex skinning on the fp6 view model git-svn-id: https://garryshomepc/svn/494876-rust_src@2431 0116351e-01fd-46a3-8c09-64bf5bb0948b -tweaked the rig on fp6. git-svn-id: https://garryshomepc/svn/494876-rust_src@2432 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking these into live as they're ready to be put in game git-svn-id: https://garryshomepc/svn/494876-rust_src@2433 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking these into live as they're ready to be put in game git-svn-id: https://garryshomepc/svn/494876-rust_src@2434 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking these into live as they're ready to be put in game git-svn-id: https://garryshomepc/svn/494876-rust_src@2435 0116351e-01fd-46a3-8c09-64bf5bb0948b got the new hands in, retuned all view models-- aim much better now git-svn-id: https://garryshomepc/svn/494876-rust_src@2436 0116351e-01fd-46a3-8c09-64bf5bb0948b Reverted the view model changes on staging since they don't seem to be ready to go into the next update Please make sure everything works on dev, we'll put them back into staging once all view models are up and running git-svn-id: https://garryshomepc/svn/494876-rust_src@2437 0116351e-01fd-46a3-8c09-64bf5bb0948b Armor condition exploit fixed : full inventory means broken armor will fall into the world instead of stay equipped git-svn-id: https://garryshomepc/svn/494876-rust_src@2438 0116351e-01fd-46a3-8c09-64bf5bb0948b -made some improvements to the hand textures -fixed up some of the bad weighting issues with some of the view models. git-svn-id: https://garryshomepc/svn/494876-rust_src@2439 0116351e-01fd-46a3-8c09-64bf5bb0948b Added exception handling to console command function calling Fixed render.update being fucked (IT NEEDS ARGS TO BE A CONSOLE COMMAND) git-svn-id: https://garryshomepc/svn/494876-rust_src@2440 0116351e-01fd-46a3-8c09-64bf5bb0948b Added exception handling to console command function calling Fixed render.update being fucked (IT NEEDS ARGS TO BE A CONSOLE COMMAND) git-svn-id: https://garryshomepc/svn/494876-rust_src@2441 0116351e-01fd-46a3-8c09-64bf5bb0948b turned off crosshairs git-svn-id: https://garryshomepc/svn/494876-rust_src@2442 0116351e-01fd-46a3-8c09-64bf5bb0948b set revolver to use the right material. git-svn-id: https://garryshomepc/svn/494876-rust_src@2443 0116351e-01fd-46a3-8c09-64bf5bb0948b structure master decay fix git-svn-id: https://garryshomepc/svn/494876-rust_src@2444 0116351e-01fd-46a3-8c09-64bf5bb0948b torch fix git-svn-id: https://garryshomepc/svn/494876-rust_src@2445 0116351e-01fd-46a3-8c09-64bf5bb0948b -made some improvements to the vertex weighting for some of the weapons -tweaked the material for the hand models.. so the wrinkles don't look too exaggerated git-svn-id: https://garryshomepc/svn/494876-rust_src@2446 0116351e-01fd-46a3-8c09-64bf5bb0948b -checking in a new pipeshotgun view model with improved vertex weighting. git-svn-id: https://garryshomepc/svn/494876-rust_src@2447 0116351e-01fd-46a3-8c09-64bf5bb0948b reimported pipe shotgun git-svn-id: https://garryshomepc/svn/494876-rust_src@2448 0116351e-01fd-46a3-8c09-64bf5bb0948b Armor condition exploit fixed : full inventory means broken armor will fall into the world instead of stay equipped - should be redone so equipped armor that is broken has no benefit perhaps git-svn-id: https://garryshomepc/svn/494876-rust_src@2449 0116351e-01fd-46a3-8c09-64bf5bb0948b structures will no longer decide to destroy themselves instantly after spawning (and the server being up for a long time) git-svn-id: https://garryshomepc/svn/494876-rust_src@2450 0116351e-01fd-46a3-8c09-64bf5bb0948b -fixed up some of the seam areas of the hand normal map so the seams dont look as obvious. git-svn-id: https://garryshomepc/svn/494876-rust_src@2451 0116351e-01fd-46a3-8c09-64bf5bb0948b -made some improvements to the vertex weighting on the pipe shotgun and bolt rifle. git-svn-id: https://garryshomepc/svn/494876-rust_src@2452 0116351e-01fd-46a3-8c09-64bf5bb0948b -fixed vertex weighting on some view models git-svn-id: https://garryshomepc/svn/494876-rust_src@2453 0116351e-01fd-46a3-8c09-64bf5bb0948b -fixed vertex weighting on some view models git-svn-id: https://garryshomepc/svn/494876-rust_src@2454 0116351e-01fd-46a3-8c09-64bf5bb0948b -fixed vertex weighting on some view models git-svn-id: https://garryshomepc/svn/494876-rust_src@2455 0116351e-01fd-46a3-8c09-64bf5bb0948b Creating a new branch for the new item system (and removal of NGUI) git-svn-id: https://garryshomepc/svn/494876-rust_src@2456 0116351e-01fd-46a3-8c09-64bf5bb0948b experimental branch git-svn-id: https://garryshomepc/svn/494876-rust_src@2457 0116351e-01fd-46a3-8c09-64bf5bb0948b Added FPS counter to scene camera git-svn-id: https://garryshomepc/svn/494876-rust_src@2458 0116351e-01fd-46a3-8c09-64bf5bb0948b Made the FPS counter disappear properly and did some code cleanup git-svn-id: https://garryshomepc/svn/494876-rust_src@2459 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed empty directories It’s bad practice and git-svn dislikes them git-svn-id: https://garryshomepc/svn/494876-rust_src@2460 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed empty directories It’s bad practice and git-svn dislikes them git-svn-id: https://garryshomepc/svn/494876-rust_src@2461 0116351e-01fd-46a3-8c09-64bf5bb0948b Removed empty directories It’s bad practice and git-svn dislikes them git-svn-id: https://garryshomepc/svn/494876-rust_src@2462 0116351e-01fd-46a3-8c09-64bf5bb0948b Added a FOV convar and fixed the FOV jump the first time a weapon is selected after a respawn git-svn-id: https://garryshomepc/svn/494876-rust_src@2463 0116351e-01fd-46a3-8c09-64bf5bb0948b -world models for M4 / MP5 / FP6 / P250/ Pistol / Vertec git-svn-id: https://garryshomepc/svn/494876-rust_src@2464 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2465 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2466 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2467 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2468 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2469 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2470 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2471 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2472 0116351e-01fd-46a3-8c09-64bf5bb0948b Generated Files git-svn-id: https://garryshomepc/svn/494876-rust_src@2473 0116351e-01fd-46a3-8c09-64bf5bb0948b Create .gitattributes