138,903 Commits over 4,474 Days - 1.29cph!

4 Hours Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
4 Hours Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
4 Hours Ago
Merge from main
4 Hours Ago
Merge from JulQuickfire_balane1
4 Hours Ago
Merge from videoplayer_volume
5 Hours Ago
Merge from lunar_masks_wolf_headress
5 Hours Ago
Merge from main
5 Hours Ago
Fixes
5 Hours Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
6 Hours Ago
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
Today
merge from main
Merge from PlayerMaintainedMonuments/powergrid
Read/write enabled on collision meshes for powerplant fuseboxes
Adjust required fuses for different powergrid stages Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken - Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value - Make heavy fuse item stackable
Today
Update darts with colours for each player - 1p is blue, 2p is yellow (not red bc it blends with board too much) - colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props - improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
Today
merge from main