138,910 Commits over 4,474 Days - 1.29cph!
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
Fix the second hotbar prefab not referencing the main inventory
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
Powerplant fuse boxes now zap you if you try to remove a fuse
S2P powerplant
merge from grenade_drop_fix
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
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
Make the second hotbar a prefab instead of cloning the normal hotbar
merge from hackweek_nameplate_dist_sizes
Improved ESP player nametag size updating logic
Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
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
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
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
merge from main -> editor_hotbar_swap
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
merge from PlayerMaintainedMonuments
move some sockets for better hardside wall placement
adjust darts clearing in multiplayer
Mild cleanup in UpdateVolumeVisuals
merge from automated_testing
Fix turret test failing due to weapon default ammo contents
handle rare drag-on-open NRE