138,938 Commits over 4,474 Days - 1.29cph!
Add clan ID to Rust+ clan announcement push notification data
Fix some issues with the pool table reset game interaction checks
Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv
Only show the "processing" interaction to participants
Fix duplicate bone name
pool table
- added guide mesh with balls on it for QoL placement
- updated deploy prefab
- removed unused / unreferenced old guide prefab
puzzle test case (cardreader + fuse doesn't reset)
Bar Stools - Updated colliders, created and setup worldmodel prefabs
pool table
- added gibs
- updated prefab gibbable
Enable require build priv on pool table pickup
Cow and sheep animation speed updates
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
Fixed lighting/camera setup in sculpting dialog
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
Fix shields being visible when they shouldnt be + melee throwing bugs
making all ladder hatches have unique uv's
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Manifest, fixes launch issue
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in
145214
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
center block from sculpture setup data in dialog creation
mbp instead of material instance
Use geo clip terrain normal sampled in vertex shader
merge from PlayerMaintainedMonuments/powergrid
Supermarket fridge loot pass
s2p
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Added IncludeInNavmesh virtual field on TreeEntity
False by default, return true on vine swinging trees
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)
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
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Merge from JulQuickfire_balane1
Merge from videoplayer_volume
Merge from lunar_masks_wolf_headress
Sheep setup
Fixed interact colliders on animals affecting navmesh bakes
Shift up the second hotbar so it matches inventory placement
Setup calf with proper model
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`
merge from main -> editor_hotbar_swap
merge from fix_instantiate_persistant_setactive -> main
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