200,269 Commits over 4,140 Days - 2.02cph!
Added a prefix to all Effect names
Removed Alive Effect, now handled by Awake and Sleeping
Effects tweaks, editor improvements
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FOR FUCK SAKE missing file
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Use render queue for Lua IMaterial setters/getters
Added actual error messages to CMatQueuedRenderContext::AllocVertices/CMatQueuedRenderContext::AllocIndices
CMaterialSystem::GMOD_FlushQueue only finishes current render job when necessary rather than every call (makes render.RenderView not super slow)
smartojbect_test repro setup
BehaviourChain.Add ignores Behaviours with empty ActionChains
BehaviourChain.IsValid is set explicitly at the end of DM
all these are yet to be setup in code;
triggerConfused for humans to play when they dont know what to do
isDancing for humans to enable when they should dance
isCarried for animals to enable when they are dead and being carried on shoulder (animations only setup for bear and deer)
More detailed hit stat tracking
BehaviourChain.Break invokes OnChainBreak...
Added shaderforge to beep project
Created new paintable truck shader
Created temporary paintable texture
Used "i" iterator over list when "j" should be used, would sometimes lead to out of bounds error unless "i" magically happened to be within the scope of "j".
Added a wee bit more robustness to the OnBreak function (testing for null, rather than trusting our gpv is not a reset gpv (eg. when GP is null)).
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fixed snapping on rock idle player anim
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Fix for BR spectator cam (hopefully)
Server compile fix (cc diogo)
Reverted tiny FinalizeTick change from earlier this week
Fixed violations not ticking down when AFK
working version; needs projection fix
Include desync / lag in projectile verification
Disable queued decals & post-processing
CMaterialSystem::AllowThreading changes from upstream
Attempted to accurately port the fleeing calculation from the spreadsheet.
Automated Linux Build #342
Automated Windows Build #342
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Automated Linux DS Build #342
Fixed projector multiply decal shader compilation errors
Nuked image outline shader; wasn't compiling / up-to-date
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers
improved boar/warthog run/walk animstions a bit
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
Added Fleeing flag and tweak fleeing related behaviour a bit.
accidently left bool flag on
Fixed revz loading in DX9 broken (RUST-907)
Cleaned up reverse depth code a bit
added truck animation to scene
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
Bears no longer turn into logs when they die.