140,726 Commits over 4,505 Days - 1.30cph!

14 Minutes Ago
Added pilot flame to 3rd person flamethrower.
33 Minutes Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
44 Minutes Ago
Merge from unused_assets_tool
46 Minutes Ago
Fixed some circuit system leaks and oobs
49 Minutes Ago
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
57 Minutes Ago
merge from hbhf_flag_fix
57 Minutes Ago
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
1 Hour Ago
Restored HBHF sensor IncludeOthers flag (regression from 161268)
1 Hour Ago
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
1 Hour Ago
Fixed fuel generator aux inputs draining batteries using the downstream demand Added a test
1 Hour Ago
merge from main
1 Hour Ago
Fixed elevator billing batteries from the wrong slot
2 Hours Ago
merge from main
2 Hours Ago
merge from testrunner_iterationprefs
2 Hours Ago
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
2 Hours Ago
Merge from main
2 Hours Ago
Merge from hide_services
2 Hours Ago
Converted reactive target
2 Hours Ago
Some naming cleanup
3 Hours Ago
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)
3 Hours Ago
Test lists
3 Hours Ago
Merge from main
3 Hours Ago
Hopefully prevent crash on boot from hide services change
3 Hours Ago
Merge from main
3 Hours Ago
Circuit system tests, just two tests checking the throttling works
3 Hours Ago
Codegen
3 Hours Ago
Codegen
3 Hours Ago
merge from main
3 Hours Ago
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
3 Hours Ago
Fixed tests failing after the recent pooling changes
3 Hours Ago
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)
3 Hours Ago
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
4 Hours Ago
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)
4 Hours Ago
Generator RPC name fix
4 Hours Ago
merge from store_featured_tweaks
4 Hours Ago
Store featured tab changes, we now show featured items on both the left and right grids
4 Hours Ago
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
4 Hours Ago
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
4 Hours Ago
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
5 Hours Ago
binocular_glare_fix -> main
5 Hours Ago
Fix 154930 breaking binocular glare. Inverted check was used
5 Hours Ago
network_range_audit -> main
5 Hours Ago
bring labs crate normal down to 128m
5 Hours Ago
Lower medium signs to 128m network range
5 Hours Ago
main -> network_range_audit
5 Hours Ago
wind_turbine_sfx_fix -> main
5 Hours Ago
Stop Wind turbine SFX contuining to playing when the turbine is not spinning (Bug from 2019)
6 Hours Ago
Fixed foundations with staircases failing LOS checks for softside damage with melee weapons
6 Hours Ago
More WIP
6 Hours Ago
merge from texturecompression_pass_aug26