194,760 Commits over 4,079 Days - 1.99cph!
Fixed tugboat z-fighting due to mesh compression
New custom parent trigger collider mesh for tugboat
Adjust tugboat colliders to allow for smoother movement around the boat. Adjusted the actual model a little to remove the second floor overhang, as it was obstructing movement into the cabin.
Merge from ferry_terminal
MonumentIsland test scene using ferry terminal
Updated mlrs_static prefab with mesh collider (may require tweaking)
Tugboat convex railing colliders done
New 3D model variant for tugboat with less railings
Give players a little more collision room on the lower deck
Fixed missing lower floor collider
Complete convex collider setup for tugboat, apart from railings. Uses Vehicle Large layer.
Viewmodel on/off function
New flare FX & related files.
Torch texture size optimization
Glass material tweaks
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
Revert accidental TriggerParent change
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
Reworked inner bulb and outer glass with new shader features
Show details for nexus when clicking on one in the server browser
Added fresnel-style emission fade option to "Rust/Standard"
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet
Shadows now work
Progress & some stuff for Diogo
added bear turning additives, animator updates
Add the GlobalRendering component as an entity
Spawn on server as important entity
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
merged from vision:
Reworked field of view for Scientists.
Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it.
Fixed rear vision detection and simplified it, always detect out of vision but very close players.
Updated all main scientist prefabs with new vision stats.
Standardised vision stats of all scientist prefabs to new values
Slightly increase random movement area range in combat state
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check.
Fixed a bug in excavator scientist entity mem reference slot.
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
AIArena nametags now show the AI design filename too.
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
ticked on 'bake into pose' for root transform/rotation on updated bear animations
exported bear sprint and canter and edited some bear anim settings in unity
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
Match build options for old build process
Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.