200,796 Commits over 4,171 Days - 2.01cph!
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
merge domain reload codegen improvements back to main -- editor only code gen
Improve static field codegen for collections, fixes editor errors when skipping domain reload is off.
Blend player aim dir and player position when adjusting spotlight orientation
Fixed spotlight placed on the ground or ceiling not having 360 yaw range
Also aligned the model so its not biased towards a direction
Fixed not being able to reselect most recently selected items/wearable after using the clear buttons
Added a clear selected item button (shortcutted with `I`) to unequip the player item, worldmodel and viewmodel
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
Internal improvements
Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately)
Added version info to gmod.exe (the launcher thing)
Added version info to DLLs
Do not use `_xp` build tools at all
Added sv_pause_sp - allows singleplayer to be not paused
Clean-up doubleclicking in menu (Community Contrib)
Added option to "hide outdated servers" (Community Contrib)
Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner
Make zombies/metrocop propagate their lagcomp state to spawned NPCs
Dynamically calculate max autocomplete items based on available space
Add SteamID64 to "Dropped %s player from server" console message
Remove "PREP OK" from console map loading log
Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning.
Adjust recent changes to IMaterial functions for multicore
Block editdemo concommand just in case
Added NPC:IsCrouching
Combine/Citizens can do this.
Remove unintended changes to weapon_flechette
Fixed a crash when using gm_load on dedicated server
Also make loading saves on srcds not latch to a random player on the server
Fixed some version numbers not being updated in DLLs/EXEs
Why are there 4 version numbers in 2 different formats...
Also sign main launcher exe
Update version.rc to fill more standard meta data
Delete unused DLL files
DataModel.dll, DMSerializers.DLL, VTex.DLL
Temporary changes to sv_ents_write.cpp
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Slightly less blue cast in the jungle.
Compressed jungle haze down a bit closer to the ground overall.
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Added xsens avatar and presets
Fixed storm volumetric cloud vs billboard cloud terrain brightness levels again.
Slightly improved cloud shape definition.
Merge: from main
Tests: none
Merge: from occlusion_rework
- UsePlayerTasks runs occlusion checks using batched burst jobs
- UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads
- UsePlayerUpdateJobs - more use of CachedState
Tests: a bunch of local 2 player sessions on Craggy
Update: move serial server occlusion update code to the relevant partial class file
- Use ReadOnly interface for lists to avoid read-write access violations
Tests: compiles in editor
update DLC skin names to store names, conflicting with store
Initial clientside boring stuff
Optim: avoid player's world transform querying and use cached pos instead
Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server
Tests: none, trivial change
black box meshlod culls at 60 instead of 100 to mirror parent wood box
merge back domain reload exception fix.
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Fix domain reload exception while a debugger is attached.
Optim: OcclusionCache store sorted pairs
- Don't store SubGrids in the cache, just their indices - saves a bit of mem
Allows to double the effective capacity of the cache
Tests: 2 player session in editor with occlusion behind the hill
Orientable spotlight setup
Polished the client movements, used a damped spring
Maybe fixed the build errors
Update version.rc as well
I forgot to press CTRL+S
merge from particlesystem_warnings_fix
scene2prefab millitary_tunnel_1
adjusted volumes near chimney entrance
Remove unintended changes to weapon_flechette
Fixed a crash when using gm_load on dedicated server
Also make loading saves on srcds not latch to a random player on the server
Fixed some version numbers not being updated in DLLs/EXEs
Why are there 4 version numbers in 2 different formats...
Try to digitally sign EXE files as well
fix invisible 2D cloud layer
R/W for 2 more obscure meshes
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking
- Fix compile errors
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
media_capture_backgroundvideo -> main
Convar to skip the current menu background video
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)
Rename 'rust+' button 'pairing'
Ensure Rust+ button has a hover effect
Ensure streamer mode works for server titles in play
Disable srgb on a couple of pilot hazmat ao/metal textures
M15 Pistol - Readded missing cinematic textures/materials, added emissive to worldmodel
Enable helmet variation randomisation
Make header box less transparent