195,255 Commits over 4,079 Days - 1.99cph!
Settings experimental tab
Buncha fixes/compensations for overbrightness bug.
Settings image effects tab
Restored bootstrap fonts on bootstrap scene texts
first pass at floor triangle and guide mesh
Fixed pirate english language not working
Settings menu:
Some layout fixes
Opening transition
Tracking more client performance data:
- Draw Calls, Cull Jobs, Scripts, Update, Late Update, Fixed Update, Physics, Precull, Render
fix missing billboard clouds if vclouds are initially off
merge from bee_catapult_bomb
wind shear animation, fix shadow map when vclouds off
Catapult admin reload supports the bee bomb as a possible ammo type
merge from fix_outbreak_death_icon -> main
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
Fixed OnPointerUp being fired instantly when starting to drag a RustButton in a scroll view
Jungle biome is centered in tier 0, with temperate biomes to the sides of it
merge from fix_oil_rig_invisible_collider -> main
Fix invisible collider on top level of large oil rig
made blue light more blue, tweaks to emissive to make as bright as red
fix missing shore vector texture in ocean vface calc
Fixed settings toggle NRE
Fixed some sliders using the wrong formatting
Tweaked scroll view
`fixcars` now works for hot air balloons
merge from qol_chainsaw_ammo_count -> main
Refactor Item.ammoCount -> Item.clientAmmoCount
- was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable
- this worked for client but caused the server's item ammoCount to not always be correct
- remove server assigning ammoCount to the item since it's redundant
- switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
Wallpaper floor & ceiling pack - added WIP metal floor, fixed materials and icons
Fix chainsaws not showing their fuel count when inside a chest
ParticleTestMap crap file
Added a flex element to the ui context scene, so flexed prefabs look nice when opened
Custom unpress siblings setup
Works with options settings
LR300 viewmodel deploy anim updates
- Anims now match desired speed from source wiith attention to spacing
- Removed curve state speed scripts on deploy anims
- Updated anims to actually end in correct idle pose for better blending
- transition tweaks in the animator
Hook settings menu into new main menu
Add WriteTempEntities overflow warning from csgo
Bonemerged models inherit lighting origin from parent
Makes viewmodel hands match lighting of the viewmodel itself
Apply changes to CHudCloseCaption from TF2
separated splatting for sand and snow again, debug render command, cleanup
Continuing testing out floating walkway platforms
apple/corn/orange/potato crate A versions
LODs pending
prefab setup
Try to ensure editor weaving process isn't running on build