200,788 Commits over 4,171 Days - 2.01cph!
Internal improvements
Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately)
Added version info to gmod.exe (the launcher thing)
Added version info to DLLs
Do not use `_xp` build tools at all
Added sv_pause_sp - allows singleplayer to be not paused
Clean-up doubleclicking in menu (Community Contrib)
Added option to "hide outdated servers" (Community Contrib)
Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner
Make zombies/metrocop propagate their lagcomp state to spawned NPCs
Dynamically calculate max autocomplete items based on available space
Add SteamID64 to "Dropped %s player from server" console message
Remove "PREP OK" from console map loading log
Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning.
Adjust recent changes to IMaterial functions for multicore
Block editdemo concommand just in case
Added NPC:IsCrouching
Combine/Citizens can do this.
Remove unintended changes to weapon_flechette
Fixed a crash when using gm_load on dedicated server
Also make loading saves on srcds not latch to a random player on the server
Fixed some version numbers not being updated in DLLs/EXEs
Why are there 4 version numbers in 2 different formats...
Also sign main launcher exe
Update version.rc to fill more standard meta data
Delete unused DLL files
DataModel.dll, DMSerializers.DLL, VTex.DLL
Temporary changes to sv_ents_write.cpp
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Slightly less blue cast in the jungle.
Compressed jungle haze down a bit closer to the ground overall.
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Added xsens avatar and presets
Fixed storm volumetric cloud vs billboard cloud terrain brightness levels again.
Slightly improved cloud shape definition.
Merge: from main
Tests: none
Merge: from occlusion_rework
- UsePlayerTasks runs occlusion checks using batched burst jobs
- UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads
- UsePlayerUpdateJobs - more use of CachedState
Tests: a bunch of local 2 player sessions on Craggy
Update: move serial server occlusion update code to the relevant partial class file
- Use ReadOnly interface for lists to avoid read-write access violations
Tests: compiles in editor
update DLC skin names to store names, conflicting with store
Initial clientside boring stuff
Optim: avoid player's world transform querying and use cached pos instead
Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server
Tests: none, trivial change
black box meshlod culls at 60 instead of 100 to mirror parent wood box
merge back domain reload exception fix.
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Fix domain reload exception while a debugger is attached.
Optim: OcclusionCache store sorted pairs
- Don't store SubGrids in the cache, just their indices - saves a bit of mem
Allows to double the effective capacity of the cache
Tests: 2 player session in editor with occlusion behind the hill
Orientable spotlight setup
Polished the client movements, used a damped spring
Maybe fixed the build errors
Update version.rc as well
I forgot to press CTRL+S
merge from particlesystem_warnings_fix
scene2prefab millitary_tunnel_1
adjusted volumes near chimney entrance
Remove unintended changes to weapon_flechette
Fixed a crash when using gm_load on dedicated server
Also make loading saves on srcds not latch to a random player on the server
Fixed some version numbers not being updated in DLLs/EXEs
Why are there 4 version numbers in 2 different formats...
Try to digitally sign EXE files as well
fix invisible 2D cloud layer
R/W for 2 more obscure meshes
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking
- Fix compile errors
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
media_capture_backgroundvideo -> main
Convar to skip the current menu background video
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)
Rename 'rust+' button 'pairing'
Ensure Rust+ button has a hover effect
Ensure streamer mode works for server titles in play
Disable srgb on a couple of pilot hazmat ao/metal textures
M15 Pistol - Readded missing cinematic textures/materials, added emissive to worldmodel
Enable helmet variation randomisation
Make header box less transparent
Disable the 'background' on the session modal connection window
merge project generation improvements:
- solutions now build with project generation enabled
- separate configuration for Client/Server rebuilds
- client/server dependency generation - kinda half working, the solution still doesn't pick this up properly.
Pilot Ejector Seat - Added bottom backface and fixed bottom collider
M15 Pistol - Added emissive to world model (now in the right branch)
Prefabbed up farm barge area of level
Clean: Move all of the player server occlusion logic to it's own file
- Removed now resolved TODOs
Now that it has both task and serial modes of operation, it takes too much space in server partition file.
Tests: compiles in CLIENT+SERVER editor
Set dressing to bar area of food market
subtractive merge from
127834 - shouldnt be on main