128,063 Commits over 4,201 Days - 1.27cph!
Removed the text caching in UI_Page again, OnCanvasHierarchyChanged already unregister child texts of disabled canvas
Fixed settings dropdown being enabled during init, not needed
Updateeditor): StoreBundleTool - activate bundle assignment code
- removed extra logging
Tests: editor compiles
TMP_Text now checks if the cached canvas is enabled before registering itself
Fixes texts being registered when enabled in a disabled canvas
Added documentation + tips button that opens link to the wiki
Update(editor): StoreBundleTool - scan for already-assigned-to-bundles resources
- fixed timer reporting invalid times for sections of code
Tests: ran it, doesn't find any diffs with my manual assignments from last month
Added ui.printTexts to debug the active dynamic texts
Editor tool to find and remove incorrect / leftover entity tags
Show required propulsion items in boat building UI
deep sea specific ocean materials, tropical shore only in deep sea
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs
Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
Improved UI for bulk import and download buttons
Rename error Invalid_NoSails to Invalid_NoPropulsion
Fix for "Cannon deployment guide incorrect"
tropical shore fade range
added unskinned windmill for test for ian
- Correct reload time estimations (across the net)
- Better client predicting aim lerps
- Fix powerbar sticking
disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
Update(editor): StoreBundleTool - add support for array traversal
Tests: ran the tool, it found all annotated fields
Update(editor): StoreBundleTool - properly implement reflection shortcutting
Tests: stepped through how it's accumulated. will test more later
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
Set all tooltip texts to dynamic
Fixed settings and server browser scaled texts not marked as dynamic
disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
Double all block health contributions
Remove inventory eat button and hotbar select from example item (apple) and template
Small engines can only be placed on hull blocks.
Added support for RequireHull to SocketMod_BoatBuildingBlock.
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib
- starting with assembly scanning
Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle
Tests: ran it, doesn't find all fields yet
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
dummy logic for fuel consumption in force application
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
increased engine thrust, as strong as 2.5 sails
Added Is Scale Static field to RustIcon editor
disabling shadow casting on prefabs
handle steering adjustment with COM centerline properly
RPG7 - copied files to independent rpg branch
Added render.GetFogMaxDensity
Added a self-check to CBaseHandle::Init
Fixed 2 minor compile warnings
Defer OnRequestFullUpdate if not in main thread
GHA/Steamworks prepwork for network_test branch
Fixed potential nullptr server crashes in networking
Minor cleanup/compile warning fix
Fixed a potential issue with bad BSP embedded files
asset:// supports .svg
Reject non texture customization files
Win32 unicode file search support (disabled)
file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
Ship a fixed version of `materials\nature\rockwall021b.vmt`
dod_control_point placeholder entity
added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
Add sv_nomap_timeout
* Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all)
* Also added a console message telling the user to load a map with the map console command
Fixed spam about "as if it were a variable" on GUI srcds
Init 3rd person camera on map load as well as shutdown
Implement support for $reflect2dskybox for Water shader
Restore the hack for static prop fades for CS:GO maps
Not sure why it was removed, I guess we will find out eventually if it causes issues.
Fixed a typo in "Save file appear to be invalid!"
Added $reflect3dskybox
Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water
Make construct water reflect 3D skybox
Remove `"flammable" "no"` from 2 PHX bombs
`"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time.
Added MainEyePos, MainEyeAngles, use it for properties.lua
These 2 functions store main view's position and angle without being affected by any other view or render.RenderView
Fixes properties not being usable if render.RenderView is called at all times
Fixed render.RenderView affecting FOV for worldclicker
Fixed sun glow overlay not rendering in water
Minor viewrender changes from CS:GO
* Clamp fog lerp, restore position/angles for reflection/refraction views after rendering
Minor optimization for DecalTermAtPos
Fixed (near?) infinite loops in EnumerateElementsInBox
* This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a)
* Also some kind of ID3v2 implementation, but not confident enough to make it available yet
Added "Restore" input to func_breakable_surf entity
Minor improvements to Lua's render lib
* Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan)
* Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things)
Minor cleanups
Simple reloading (just ignores the reload bar for now)
Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
improving culling selection on farm barge for reduced popping