141,090 Commits over 4,352 Days - 1.35cph!
Implement CHAR_DIRSTEREO
Also fixed a potential issue with CAudioDeviceSDLAudio
Iterate over duplicator positioning
* Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes
Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity
* Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1
Remove more "test" console commands
* drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect
Change buddha messages to be send to client console
Remove hidden "killtarget" concommand
Make base gamemode load spawnpoint list from the entity
* So we have 1 dynamic list of spawnpoint entities we want Lua to register and use
Added MC:V to mountable games list
Fix main menu being a tiny square for split second on game start up
Minor change
Unchange some hardcoded defaults for global EmitSound
* Hopefully this is as simple as this for issue 6769
Fix Hologram/Distort render FX affecting attachment & shadow pos
* This fixes driving a hologram jeep causing player view to jitter around with the animation.
Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn
Remove some unused fields from HL2MP gamerules
Added Black Mesa as mountable game
* Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU
Slightly improve error handling for saving JPG/PNG files
Change navmesh.GetNavAreaCount data source
* Fixes its return value not matching getAllNavAreas return count
Fixed a crash with trigger_tonemap & some other issues
* Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field
Updated FGD files
* func_useableladder origin KV is now defined (since its auto generated)
Try to fix trigger_playermovement sticking when removed with a player in
parts of /nature folder ok
Updated FIrewood Holder Stack Prop to fix shading issue
Merge from PlayerRigUpdate2
Updated Small Kitchen Cabinet A Prop LODs to be more optimized
Refactor and additional fix
merge from droppeditem_improvements (compile fix)
merge from droppeditem_improvements (compile fix)
Don't open or process light radial menu if map is open
merge main -> rust_relay_server
merged main -> rust_relay_server
merge from droppeditem_improvements
merge main -> rust_relay_server
Resolved relay startup issues, added relay.restart convar, tidied thread shutdown/restart
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L shaped sofa and rugs textures and lods
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental)
- only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
Merge from chainsaw_hotspot_gathering
Fix null exception when throwing things at trees/ore nodes
dropped item improvements with vehicles
- item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time
- experimenting with destroying/adding RB components instead of setting kinematic
changed rotation sway amount to 1 in salvaged hammer viewmodel prefab
Merge from light_toggle_icon_fix
Fix light state not appearing on icon
merge from armored_ladder_hatch
Merge from terrain_renderer
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Make terrain ConVar developer only
BasePlayer.Command now has overloads for 1-4 parameters, makes all calls from our code alloc free
Left the params version for mod support
Merge from terrain_renderer
Bring back terrain margins for collision with geoclip terrain
Commit progress on misc spectating improvements:
- Can now spectate bots with 'global.spectatebots' enabled
- Can now open chat whilst spectating in third person
- Vitals UI should now update correctly whilst spectating in third person
- Display SteamID alongside player name when spectating a new player