138,910 Commits over 4,474 Days - 1.29cph!

Rin
21 Minutes Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
23 Minutes Ago
Supermarket fridge loot pass s2p
57 Minutes Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
1 Hour Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
1 Hour Ago
Add new packed textures
1 Hour Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
2 Hours Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
Today
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Today
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Today
Merge from main
Today
Merge from JulQuickfire_balane1
Today
Merge from videoplayer_volume
Today
Merge from lunar_masks_wolf_headress
Today
Merge from main
Today
Fixes
Today
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
Today
Shift up the second hotbar so it matches inventory placement
Today
Setup calf with proper model
Today
Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt`
Today
merge from main -> editor_hotbar_swap
Today
merge from fix_instantiate_persistant_setactive -> main
Today
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
Today
merge from game_room_dlc
Today
Simplify code
Today
Fix the second hotbar prefab not referencing the main inventory
Today
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Restore recycler change from 158020
Merge from main
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
Today
merge from grenade_drop_fix
Today
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
Today
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
Today
Make the second hotbar a prefab instead of cloning the normal hotbar
Today
merge from hackweek_nameplate_dist_sizes
Today
Improved ESP player nametag size updating logic Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
Today
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
Today
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
Today
Modify ContainerSourceLocalPlayer so it can override the transform it uses for `ItemIcon[] allIcons` - the main inventory panel was parented too high and grabbing icons from different panels - keep the parenting the same, only changing where it's fetching the icons from
Today
merge from main -> editor_hotbar_swap
Today
Don't render the last row of the last row of the main inventory when the 2nd hotbar is shown so it looks better when openinga and closing main inventory
Today
merge from PlayerMaintainedMonuments
Today
merge from game_room_dlc
Today
merge from darts_game
Today
move some sockets for better hardside wall placement adjust darts clearing in multiplayer
Today
Mild cleanup in UpdateVolumeVisuals
Today
merge from automated_testing
Today
Fix turret test failing due to weapon default ammo contents
Today
handle rare drag-on-open NRE