194,760 Commits over 4,079 Days - 1.99cph!
Instanced rendering now works with animated entities (doors)
Grabs new position & rotation via transform.hasChanged (needs better solution long term)
Add `InstancedmeshTracker` component that tracks each moving mesh of an entity
Support multiple of the same mesh per entity (when deleting & updating)
Fix foundations not having all meshes deleted
Send raw position of global building entities instead of network position
Fixed subtle faceted lighting in player preview
Fixed post-merge bug grey box around inventory playermodel
Fixed post-merge bug causing overall lightness to increase
diver ak
- separated mag in world model and lods (for mag drop during reloads)
- vm prefab update to use main camera for now
- entity update
- diver ak mag drop effect setup
- reload anim and events
- weapon animator controller
Better movement behaviour on the exhaust
Fixed instancing on many shaders; tidy up shader code a bit
Applied FX & lighting to the main prefab.
Iterations.
Tug exhaust FX
Lighting prefab tweaks
exported updated diverstorch admire animation
Better warnings when mesh renderers aren't matched up
Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
Fixed deferred decals disappearing when camera enters their volume
Tugboat lighting&volume prefab.
Scene backup
road connection improvements and blendmap tweaks for bus stop
Replaced unreliable ShadeSH* calls with our own AmbientLighting
ferry drawbridge - plugged some mesh holes
removed the incline ladder from ferry drawbridge
exported divertorch admire animation and applied to diver_torch.anim.controller
rope hook model and prefab
Pass the players model state as well as flags when evaluating which bone position data to pick
Added climbing, ducking and swimming
Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll
Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
Removed unused and broken dependencies from RustStandardShaderGUI
PlayerBonePositionDataEditor inspector - put the button at the top.
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
fixed warehouse doors culling too soon
static rope ladders set - models and prefabs
Hazmat suit skeleton prefabs + variants + menu lists
Fixed ragdoll incorrect orientation on death on server. Use eye.bodyRotation for the ragdoll spawn instead of transform.rotation.
'No sunlight' and 'underwater lab' environment volume prefabs
Setup placement guide meshses
Forgot to assign skin when sending global entity to client