140,726 Commits over 4,505 Days - 1.30cph!
Added pilot flame to 3rd person flamethrower.
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Merge from unused_assets_tool
Fixed some circuit system leaks and oobs
Removing/downsizing some big assets that aren't used as far as I can see
Also got sidetracked looking through our LOD textures, many are too big:
-Deleted explosion_2_high material with associated textures (191mb)
-Deleted Temp_AssetStore_Crocodile.fbx (44mb)
-Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb)
-Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material)
-Reduced battering ram and catapult LOD3 textures from 1024 -> 128
-Reduced floating city structure LOD textures from 1024 -> 256
-Reduced all floating city LOD textgures from 1024 -> 128
-RHIB lods from 1024 -> 256
-All Hemp LOD textures from 512 -> 256
-Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?)
-Pumping station LOD textures 512 -> 256
-Rentable shops LOD textures 1024 -> 256
-Wrecked sedan LOD textures 512 -> 256
-Siege tower LOD materials 2048 -> 256
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
Restored HBHF sensor IncludeOthers flag (regression from 161268)
Fixes for potential entity related crashes
Fixed regression with CalcViewModelView due to admire anim fix
Make menu state FrameTime use doubles
VGUI tweaks
* Make Lua panels never overlap main menu (except for modal panels, TBD)
* Clientside DrawOverlay is no longer called from menu overlay panel
* DrawOverlay and CaptureVideo hooks use pooled strings
* DrawOverlay and PostRenderVGUI are now called just before main menu rendering (PostRender still is called after, TBD)
* Disable PreRender return value while main menu is open
Minor cleanup - give internal GMod panels better names
Move PostRender hook slightly earlier to never cover up main menu
* Specifically just before rendering the overlay panels/hooks (DrawOverlay/PostDrawVGUI), exactly where ClientMode::PostRender is called
Fixed fuel generator aux inputs draining batteries using the downstream demand
Added a test
Fixed elevator billing batteries from the wrong slot
merge from testrunner_iterationprefs
Force specific playmode iteration editor prefs when running tests in the editor
- Make sure no iteration prefs can fuck up the tests
- Make sure you enter playmode and run the tests as fast as possible
Converted reactive target
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
Hopefully prevent crash on boot from hide services change
Circuit system tests, just two tests checking the throttling works
Update: replacing with a remotely built dylib
Surprisingly, it works
Tests: ran TLS test scene
Fixed tests failing after the recent pooling changes
Refactored the timers on livestock animal into a new PersistentTimer class
Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load
Livestock now drop horse dung (might need a rename)
Update: add MacOS support for UnsafeScriptingAccess
- using locally built debug dylib for now
Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally)
Tests: using locally built dylib was able to run TLSTest setup
Throttle everything to 30 ticks a frame so server fps variations doesnt change the io speed too much
Flickering circuits are throttled to 10 flips/s (equivalent to old IO)
merge from store_featured_tweaks
Store featured tab changes, we now show featured items on both the left and right grids
optimised the electric chandelier LOD0
LOD0 triangle count from 22,766 -> 9328
still high but unavoidable for the complexity of the asset.
reduced lodchain from 5 -> 3
Added Apple.tree prefab and LootSpawn.Apple.
Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
optimised Rustige egg world models
Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model.
The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped.
- LOD0 triangles: 46,772 -> 16,466 across the eight
- Skinned meshes: 72 -> 0
binocular_glare_fix -> main
Fix
154930 breaking binocular glare. Inverted check was used
network_range_audit -> main
bring labs crate normal down to 128m
Lower medium signs to 128m network range
main -> network_range_audit
wind_turbine_sfx_fix -> main
Stop Wind turbine SFX contuining to playing when the turbine is not spinning
(Bug from 2019)
Fixed foundations with staircases failing LOS checks for softside damage with melee weapons
merge from texturecompression_pass_aug26