126,834 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
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.
57 Minutes Ago
spacing out light sources more evenly on floating walkways prefabs
1 Hour Ago
bird crap pass
1 Hour Ago
merge from modding_custom_vitals -> main
1 Hour Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
2 Hours Ago
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
2 Hours Ago
Display "crafting quality" stat for consumables in description
2 Hours Ago
supply barge signs added
2 Hours Ago
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}
3 Hours Ago
Adding boatBuilding station rig
3 Hours Ago
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
3 Hours Ago
merge from detailed_inventory_error_messages -> main
3 Hours Ago
Codegen
3 Hours Ago
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
3 Hours Ago
Implement code review feedback
4 Hours Ago
Cherrypick hackweek custom_vitals branch
4 Hours Ago
merge from fix_max_hp_tea -> main
4 Hours Ago
Fix client showing 100 HP when using max hp tea
5 Hours Ago
merge from analytics_puzzle_reset -> main
5 Hours Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
5 Hours Ago
▍▌▇▊ ▌▇█/▅▆▋ ▊▋▋▄█▍▋▇█▆ ▄▊▍▅▊ ▅▍▊█▄▊ ▊▊▄█▇▄▊/▌▋▊▇ ▅▅▄▄ ▌▉ ▄▇▉▆▄▍ ▉▆ ▍▅▍'▊ █▋▋▆ ▄▍▄▊▉▅▍▄ ▉▋▉▋█▋▅, ▉▇█▊▅██▊▋▉ ▆▇▍▊ ▅▆▍▉ ▍▄▄/▄▅▄ ▌▇▉▊▆ ▇▋▌ ▅▍▇▆ ▄▅▊. ▋▊▆▇▅▇▌ ▍▇▇█▊ ▆▉▊▅ ▉▅ ▇▋▋▍'▋ ▇▇▋█ ▆▍ ▆▌▆ ▌ ▍▅█-▋▊▄▋▄█▅ ▇▌▋▉▆▉▌▌▅▊ ▇▌▌▌▌, ▄▇▍▉▄▄█▅▋▆ ▇▅▇▌ ▄▊▊▇ ▋█▉ ▉▆▅▋▄█▋▊. █▄▇▊▌▊▊ ▌█▇ ▄▌▋▍▆▍ ▇▉ ▍▄▄▊ ▉▄▇ ▇█▅-▌▌▄ ▊▋▉▇▆▄ ▉█ ▆█▋▆▄▊▉▌▉ ▄▅▇ > ▉█▊. ▊▌█▆▆ ▉▅▉▄ ▉▆█▅ "▅▊▍▍▌▄▋▊▆█ ▉█▌▉▌▄▊▉ ▉▅▄ ▍█▋" ▌▆▍▄▌▋▊▋
5 Hours Ago
merge ghostship_npcs to naval_update
5 Hours Ago
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
5 Hours Ago
Setup enemy spawners for all ghost ship variants
5 Hours Ago
Merge from main
5 Hours Ago
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
5 Hours Ago
Merging /main to /main/fpbuild
5 Hours Ago
Added new livestock mesh and textures. created new material for newest livestock.
5 Hours Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
6 Hours Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
6 Hours Ago
Mounted weapon seat and mounted weapon owner system
6 Hours Ago
String liights / added fill lights and tweaked string_light_300_a
6 Hours Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
Today
Setup navigation for all ghostship variants
Today
Moved static driftwood out of autospawn folder to fix log spam
Today
Setup new cannon models
Today
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Today
merge from analytics_puzzle_reset -> main
Today
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
Today
exported/setup small engine anims with updated rig
Today
merge from garagedoor_optims
Today
Match LOD settings with skinned mesh
Today
smoothing groups from uv islands on garage door blocks unskinned
Today
Changing Jenkinsfile step flow to match original Rust Pipelines
Today
Closed and open garage door meshes impl
Today
prison barge, environment volumes polish
Today
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Today
food barge, environment volumes polish