145,579 Commits over 4,413 Days - 1.37cph!
Re-enable wind on hemp collectable
Able to name electrical branches. I Implented this in a previous hackweek but that branch was very old and plastic kept crashing when merging main into it.
Will continue adding naming to other electrical components where it makes sense.
(This is a hackweek project and not currently approved to go in game, just implenting for fun/learning)
Fix elevator radial menu not using correct buttons
update apartment_complex_monument/prototype
math.sign => math.Sign, && => and
math.sign => math.Sign, && => and
Disable flashlight offsets for viewmodel when using attachments
Make vcr_verbose blocked and a cheat + Minor cleanups
Fixed potential crashes with stringtables
Fix double "scripted_ents library is not a table." warnings
Fix couple of compile warnings in tools
Fix Linux SRCDS compile error
Fixed Lua state corruption
Minor cleanups + whitespace cleanups
Make loading screen dialog have static height again
* Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen.
Minor cleanups
Merged Pull Requests
* Added env_detail_controller to FGD
* Micro optimizations for Thruster effects
* Added math.sign
* string.ToColor can now accept inputs without alpha channel
Swap colors in snd_show, add SV/CL prefix
Implement fade time stuff for multiplayer client prop => ragdoll gibs
* Also fixes them not being cleaned up on map cleanup
Pull Req: Minor changes to prop_effect rendering (Community Contr)
Added a safeguard when unable to allocate memory for map lighting
Merged Pull Requests
* Added env_detail_controller to FGD
* Micro optimizations for Thruster effects
* Added math.sign
* string.ToColor can now accept inputs without alpha channel
Swap colors in snd_show, add SV/CL prefix
Implement fade time stuff for multiplayer client prop => ragdoll gibs
* Also fixes them not being cleaned up on map cleanup
Pull Req: Minor changes to prop_effect rendering (Community Contr)
Added a safeguard when unable to allocate memory for map lighting
Collect analytics on what prefabs from the props asset scene are being used so that we can optimize how they are bundled to reduce memory usage and load time
Fixed a very rare bug - if patrol heli crashed on top of an unloadable train wagon, the heli crates would become locked and unlootable
fix g-buffer inconsistency for skin shading between BiRP and RRP
prefab merge fix, will need to redo this
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merge from tmp_validatehtmltag_nre_fix
Merge from PlayerRigUpdate2
Keep source on floating city scenes
darts move ballistically when they dont hit the board
demo_breaking_fix -> main
Fix demos removing certain entities during initial playback
Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
merge from cassettepanel_nre_fix
Fixed cassette loot panel NRE
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Fixed server-side ragdoll erratic behaviour
Fixed error when spawning server-side corpse
Add the industrial barrels to the StorageAdaptorAllowCollisionGroup
progress on billboard/particle lighting conversion to RRP
Add a CaveNetworkGroupLayerOverride to cave_large_sewers_hard to fix network layer issues
Rebake height map to fix terrain issues
S2P
Avoid various allocs in ResourceDispenser.DoGather
Cache an invoke action + item def harvest stat key, get rid of linq, pool hit info
merge from editor_rpc_kick_convar
Add editor only convar debug.prevent_rpc_error_kick - stops RPC errors from kicking the player
merge from spraycan_reskin_refactor
Improved way to reposition socketed child entities when reskinning - look for the matching female socket on the new entity with the same name, fall back to the closest if needed
Fixes door controller attached to an high external gate swapping sides when reskinned
Add StringEx.EqualsAfterLastSeparator
some set dressing/foliage polish in playground area
killing more shadow casters, disabled shadow casting corridor interior
Add instancing setup calls to forward passes in Rust/Standard
industrial electric furnace;
- cleanup redundant materials, reassigned material to assets.
killing more shadow casters, disabled shadow casting on a dozen of pointlights
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)