128,033 Commits over 4,201 Days - 1.27cph!
Remove inventory eat button and hotbar select from example item (apple) and template
Small engines can only be placed on hull blocks.
Added support for RequireHull to SocketMod_BoatBuildingBlock.
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib
- starting with assembly scanning
Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle
Tests: ran it, doesn't find all fields yet
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
dummy logic for fuel consumption in force application
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
increased engine thrust, as strong as 2.5 sails
Added Is Scale Static field to RustIcon editor
disabling shadow casting on prefabs
handle steering adjustment with COM centerline properly
RPG7 - copied files to independent rpg branch
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
added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
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
Simple reloading (just ignores the reload bar for now)
Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
improving culling selection on farm barge for reduced popping
initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
improving culling selection on medical barge for reduced popping
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
improving culling selection on supplies and prison barge for reduced popping
Engine basic functionality but no forces applied yet.
Fixed entrance portal buoys spawning out of valid bounds
model refresh for the medical syringe
textures and material
(new folder - kept old so can be replaced)
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
PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
Merge: from baseplayer_vis_nre
- fixed false positive logging, better logs
Tests: built standalone and connected to staging server - no extra errors on connect
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
initial Terrain_WaterHeight separation and dummy data for both
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
Fixed deep sea exit portal not working
Removed obsolete tags from floating walkway kits
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
Added Spike trap model component
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