128,022 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
handle steering adjustment with COM centerline properly
12 Minutes Ago
texture update
17 Minutes Ago
Merge from engine_forces
24 Minutes Ago
RPG7 - copied files to independent rpg branch
37 Minutes Ago
Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future Ship a fixed version of `materials\nature\rockwall021b.vmt` dod_control_point placeholder entity
28 Minutes Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
40 Minutes Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a) * Also some kind of ID3v2 implementation, but not confident enough to make it available yet Added "Restore" input to func_breakable_surf entity Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups
46 Minutes Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
53 Minutes Ago
improving culling selection on farm barge for reduced popping
1 Hour Ago
merge from main
1 Hour Ago
initial engine forces - steering derived force direction - separate convar for position influence, much weaker than sails
1 Hour Ago
improving culling selection on medical barge for reduced popping
1 Hour Ago
Restore broken Desert_Dwelling_double_A.prefab corrupted in 122570 on scientist_iteration branch. Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
1 Hour Ago
improving culling selection on supplies and prison barge for reduced popping
1 Hour Ago
Engine basic functionality but no forces applied yet.
1 Hour Ago
Fixed entrance portal buoys spawning out of valid bounds
2 Hours Ago
model refresh for the medical syringe textures and material (new folder - kept old so can be replaced)
2 Hours Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
2 Hours Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly
2 Hours Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
2 Hours Ago
Merge: from baseplayer_vis_nre - fixed false positive logging, better logs Tests: built standalone and connected to staging server - no extra errors on connect
2 Hours Ago
Merge: from main
2 Hours Ago
Update: move breadcrumbs a bit to get better callstack - eliminated a false-positive Tests: built standalone and connected to staging - no more error logs on connect to server
2 Hours Ago
Merge from small_ramp
2 Hours Ago
Merge from small_engine
3 Hours Ago
initial Terrain_WaterHeight separation and dummy data for both
3 Hours Ago
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
3 Hours Ago
merge from deep_sea
3 Hours Ago
Fixed deep sea exit portal not working
3 Hours Ago
Removed obsolete tags from floating walkway kits
3 Hours Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
3 Hours Ago
Merge from parent
3 Hours Ago
Removed the random GiveUp text ddraw randomly telling me to give up in editor
3 Hours Ago
Fixed IsInsideInnerBounds returning false when in the deep sea
4 Hours Ago
Added Spike trap model component
4 Hours Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
4 Hours Ago
merge from naval_update
4 Hours Ago
Adding 50 cal rigs
5 Hours Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
5 Hours Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
5 Hours Ago
merge from boatspawner_nudge_fix
5 Hours Ago
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5 Hours Ago
merge from iceberg_icesheet_barricade_fix
6 Hours Ago
Fix typo in CommandBuffer.EndSample() name
6 Hours Ago
floating_city_casino signs prefabs layers, missing mesh cull
Today
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
Today
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
Today
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render