139,073 Commits over 4,474 Days - 1.30cph!
Fix drone's view being obscured by the drone's colliders
Pool Cues - Updated textures for A and B
Merge from explosion_fx_script_cleanup
Cleanup some third party fx scripts to get stripped/not run on the server
Merge from water_catcher_tests
More stack size shenanigans
Cleanup
Lock any crude that's inserted into the tanker
Enable fire button for drones in Rust+
Regenerate test list, tests pass
Fix camera raycasts returning bullshit sometimes
Merge from water_catcher_tests
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
Fix Rust+ cameras missing the ocean
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions
Delete CrudeOilProducer and WaterProducer items
Fixed fuel pumps not producing if connected to a full tanker
Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
Mirror icon16/eh.png to match the actual flag
Update TTT: Updated Russian localization
Added some more flag icons
* IC, JE, GG
Fixed some potential crash issues
Unblock 2 mat_filter* convars from Lua
* Since they don't actually get saved apparently
Fixed most gamemode hooks from C++ still trying to read returned bool
* Basically a whole bunch of Lua hooks called from C++ were still trying to read the return value of the hook as a bool and then never use it for anything. Now we simply do not try to read the boolean that we will never use. Affects over 100 unique gamemode hooks.
Remove mat_norendering from engine.dll as well
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
Pool Cues - Updated view and world models, added two materials, poolcue_a and poolcue_b, A is used by default. Added textures for A and B. Updated viewmodel and mounted prefabs with new poolcues
merge from water_treatment_plant_maintainables
pool table
- updated item desc / localization
water pipes fixes
- raised terrain around the corners (hide the sharp edges)
- lower terrain in center (creates a small ridge-like effect, makes it more noticeable)
- spawn lower in the ground
- add terrain hole for center
merge from admin_status_indicators
merge from PlayerMaintainedMonuments
merge from PlayerMaintainedMonuments
merge from gas_station_maintainables
apply prefab changes to scene + S2P gas station
merge from codeanalyzer_getwrapperattrib
Applied PoolAnalyzerGetWrapper attribute to a couple of clan methods
gas station fixes & updates
- fixed no power using backup generator
- fixed issues with control interactions collider
- fixed(?) cars lerping from underneath the ground when doing the magnet movement
- added colliders to destroy the car if it is being pressed into the ground or ceiling with the lift movement
- manifest
- Add toggle to cast shadows in sandbox lights
- Fade out dolly cameras when you get too close to them
- Add a "open export folder" button in the export tab.
- Automatically switch to dolly view when exporting.
- Fix spacebar not pausing/resuming demo when in dolly view.
merge from gamemode_tag_active_fix
merge from editor_hotbar_swap -> main
Cleanup redundant UIBeltSecondRowPreview.cs
Fixed blurring fade when closing the menu
Before: https://files.facepunch.com/raul/1b2211b1/22_19-53-RigidOropendula.mp4
After: https://files.facepunch.com/raul/1b2211b1/22_20-02-JealousMassasauga.mp4
Fix gamemode server tags being active by default in the UI, causing them to be visible while the state was still loading
Add undo/redo to demo2 ui
Default satellite client positioning changes to off.
Default flat land serverside gating on.
Merge from terrain_renderer
changed SculptingToolData from mono to static helper class
rewmoving now-redundant SculptingToolData PrefabAttribute
Merge from terrain_renderer/holes
mark ice sculpture as hidden
cleaned up tooltips and icons a bit in the sculpting gui