242,890 Commits over 3,867 Days - 2.62cph!
Add "Browse" button to env_spritetrail in Hammer
Fixed Rollermine visuals when it is hacked
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Fixed a copypaste error in edit_sky
Fixed crash with threaded addon file access
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed changelevel crash to do with ragdolls
Add Marker.UseLOS, give vehicles markers
Only damage wallpaper when hitting the soft-side of the building block
fixed rotations on jutting cliffs prefabs
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
first pass of drawing players in vehicle mount positions in gizmos
- naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
temp prefab so we can work on the same scene
Zoom focuses in on current pos again
Oman fog / lighting adjustments
Flashlight asset scene implementation
ranged sight texture update, and camo progress
Simple monuments now registered with tools rather than just groups
Refactoring, better deployment checks
Paint dopesheet handles different colors, based on type
Fix grid drawing
Smooth zoom/pan
Scrub bar spans the whole width
ComputeBuffer.GetData - 0 count is illegal
Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int )
Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
Some reorganisation
RandomTransition component
StateMachineComponentWidget
StateMachineEditor skeleton
Basic editor view elements
https://files.facepunch.com/ziks/2024-08-05/sbox-dev_WBiBOoYKRI.png
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Don't use state object transform for editor position
Get rid of delays in random transitions
Experimenting with transitions
ImmediateTransition inspector tweaks
Transition labels
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png
Transition label icons
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png
Transition painting tweaks
Ctrl+S saves open state machine scene
State machine editor display tweaks
Simplify transitions, add UI to create states / transitions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4
Edit transition conditions and actions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_GQ1ItmYoBY.mp4
Helper to add delay condition, display tweaks
State machines actually function again
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
Support for multiple transitions between the same pair of states
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
Add a gradient along transitions, thanks @MaxLebled
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
Add Make Initial State context menu option
Moved state machine stuff to Facepunch/sbox-libstates
Moved state machine stuff to Facepunch/sbox-libstates
Initial commit
Get rid of Sandbox.Events references
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Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
added brick_debris_a material
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
purge old weekly skins and add new ones
Rebuilt native libraries using older Linux version for backwards compatibility
Update premake.yml
Change action runner to ubuntu-20.04
Merge: From Main
Tests: Ran CompanionServerTests couple times, all green
Leaderboard backup, run #
13063
Group properties by gameobject
Draw grid over
When box selecting, only change selection when single handle selected
Zoom in and out on current play position, rather than cursor position
Retain scrolling, only zoom/pan scroll if shift/ctrl dpwn
Theme
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
Added a new builtin radio station that just plays the fishing village song 24x7
Little bit of a start on making a framework for the King to have racing AI
New mesh arrow in the HUD points to next target race waypoint
Race event starts correctly
Swap out SpriteTools to Tileset Editor version
Update Room Prefabs/Resources to use a Tileset.
https://files.facepunch.com/CarsonKompon/2024/August/08_20-21-FinishedSeabird.mp4
Set shadow prefab to Shadows Only
Remove old un-needed assets
Made door one-way so players can join you when you start a room
Various multiplayer-related fixes
Fix PlayerInfo NREs when the player connection no longer exists
Cap off any unclosed ends with proper directional tiles instead of weird box tiles
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead