126,834 Commits over 4,171 Days - 1.27cph!
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer.
Enable `indirect_instancing.command_buffer` to switch back to the old way.
spacing out light sources more evenly on floating walkways prefabs
merge from modding_custom_vitals -> main
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
Switch debugoverlay functions to better optional argument checking
* Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now
Added Player:SetFlashlightColor (clientside only, but works on others)
Minor cleanup: Remove GetPlayerEntIndex from headers
Fixed Player:Flashlight playing sounds when nothing changes
Use `gmod_flashlight` attachment for flashlight if it exists
This works for player models, world models and view models
Spawnicon resize menu: work around the weird offset with icons
Added ability to select what weapon Creator Tool spawns NPCs with
Display "crafting quality" stat for consumables in description
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s
- use {timeleft:***} in RightText to use TimeSpan.ToString() formatting
- test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
Adding boatBuilding station rig
Update: reimplementation of UI dynamic bundle
Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable.
Tests: built standalone and took snapshots
merge from detailed_inventory_error_messages -> main
Fix the merge + existing implementation, add changes not included in cherrypick
- move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
Implement code review feedback
Cherrypick hackweek custom_vitals branch
merge from fix_max_hp_tea -> main
Fix client showing 100 HP when using max hp tea
merge from analytics_puzzle_reset -> main
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
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merge ghostship_npcs to naval_update
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret
Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret
Setup interfaces to facilitate the generic seat
Add Check.IsValidWeapon to check if an Item is a valid weapon
Setup enemy spawners for all ghost ship variants
Use list of spawn groups as the "name" of the puzzle being reset
- cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur
- don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
Merging /main to /main/fpbuild
Added new livestock mesh and textures. created new material for newest livestock.
some detection and pushing to stop crewed playerboats from beaching themselves too badly
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
Mounted weapon seat and mounted weapon owner system
String liights / added fill lights and tweaked string_light_300_a
more minor worskhop fixes
- fixed nighttime causing rain??
- fixed color sliders inconsitent behaviour
- fixed hige player button resetting player seed
Setup navigation for all ghostship variants
Moved static driftwood out of autospawn folder to fix log spam
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merge from analytics_puzzle_reset -> main
Update: testing code to try to trigger NREs. so far unsuccessful
Need to switch away from the task for a bit, will get back to it later today
Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
exported/setup small engine anims with updated rig
merge from garagedoor_optims
Match LOD settings with skinned mesh
smoothing groups from uv islands on garage door blocks unskinned
Changing Jenkinsfile step flow to match original Rust Pipelines
Closed and open garage door meshes impl
prison barge, environment volumes polish
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food barge, environment volumes polish