146,317 Commits over 4,444 Days - 1.37cph!
First pass on rentable shop ownership prompt
Added support for hunting trophies to store the skin of clothing items
Better fix for player restting to standing, always set state to sitting if poseType is set to true
Improve realtime hole updates in editor
Fix issues with commandbuffers not being recreated when toggling enabled
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
Don't apply if we have an active clothing offset
Store terrain hole mesh primitives and materials in terrain config
Split terrain hole renderer buffer creation from OnEnable
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
Fix ballistic and BDU clothing missing from conveyor filters
Updated prop renderer transforms for workshop gloves
deleted blockout mesh in folder
1p and 3p attachment positional updates
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Turret uses burst fire if attached gun is forced to use burst fire mode
Fixed egg suit's wrong orientation in paint mode
Fix electric furnace reskin not preserving attached storage adaptors
Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
Converted ceiling light, smart switch, fuse
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend
Hammer tweaks & fixes
* Prevent spam about missing $spriteFrame
* Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material
* Make env_sprite placeholder box different color from env_sprite_clientside
* Sprite helpers inherit entity color, so env_sprite's show correct color
Fixed Hammer carve wiping all overlay faces, even if they are not carved
* Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)
merge from excavator_light_fix
Fix static SimpleLight broken material on LOD1, further fix plight.backup.off
S2P both oil rigs, sewer branch, harbor 1, excavator
Cobalt Statue - Minor texture and material edits (concrete pedestal)
shadow fix's for new anim content
move scoring to in-world screen to prepare for chalkboard,
scoreboard working for 1p and 2p games,
- refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range
fixes to 2player games
- no longer have to wait for both players to register to the game, only 1 is needed.
- 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards
- fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging)
- various other fixes
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Removed non HeldEntity error log from ItemModEntity::OnRemove, we have a few legit non HeldEntity using this (weapon attachments)
Setup Keyboard Folder Structure
Imported Keyboard Viewmodel and Textures
Setup Keyboard Materials and Viemodel FBX
merge from pool_analyzer_non_caching_methods
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Update Rust.CodeAnalyzer again - switched the way methods are marked to an attribute [PoolAnalyzerNonCaching]
Mark all RPC method overloads with it
Update Rust.SourceGenerator.Rpc to add it to the autogenerated RPC methods too
Clean: remove NetWrite.BytesWithSize(byte[]...) overloads
Tests: editor compiles
Clean: remove acouple obsolete things
- Get rid of IStreamReader/Writer - they're not used anywhere
- get rid of NetWrite.Bytes(byte[]) overload - superceded by Bytes(ReadOnlySpan<byte>)
Tests: editor compiles
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- renamed wordmodel
- added static (linked) mesh to worldmodel prefab
- removed rail from renderers (hidden) in worldmodel prefab
- updated weapon rack to large pegs
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Industrial Storage - closed gaps under barrels and adjusted distance to floor
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More fixes to viewmodel mag & shell visibility