198,711 Commits over 4,140 Days - 2.00cph!

2 Years Ago
Cherry picked 83367 and repplied to new backend
2 Years Ago
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
2 Years Ago
Fixed subtle faceted lighting in player preview
2 Years Ago
Fixed post-merge bug grey box around inventory playermodel
2 Years Ago
Fixed post-merge bug causing overall lightness to increase
2 Years Ago
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
2 Years Ago
Iterating
2 Years Ago
Better movement behaviour on the exhaust
2 Years Ago
Fixed instancing on many shaders; tidy up shader code a bit
2 Years Ago
Applied FX & lighting to the main prefab. Iterations.
2 Years Ago
Tug exhaust FX Lighting prefab tweaks
2 Years Ago
exported updated diverstorch admire animation
2 Years Ago
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
2 Years Ago
Fixed deferred decals disappearing when camera enters their volume
2 Years Ago
Tugboat lighting&volume prefab. Scene backup
2 Years Ago
ferry terminal S2P
2 Years Ago
road connection improvements and blendmap tweaks for bus stop
2 Years Ago
Merge from diversuit
2 Years Ago
Replaced unreliable ShadeSH* calls with our own AmbientLighting
2 Years Ago
ferry drawbridge - plugged some mesh holes
2 Years Ago
dressing
2 Years Ago
removed the incline ladder from ferry drawbridge
2 Years Ago
turn tests
2 Years Ago
exported divertorch admire animation and applied to diver_torch.anim.controller
2 Years Ago
dressing
2 Years Ago
rope hook model and prefab
2 Years Ago
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)
2 Years Ago
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Tom
2 Years Ago
More source files
2 Years Ago
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
2 Years Ago
Removed unused and broken dependencies from RustStandardShaderGUI
2 Years Ago
merge from static props
2 Years Ago
PlayerBonePositionDataEditor inspector - put the button at the top.
2 Years Ago
ferry terminal S2P
2 Years Ago
placed some rope ladders
2 Years Ago
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
2 Years Ago
fixed warehouse doors culling too soon
2 Years Ago
merge from main
2 Years Ago
static rope ladders set - models and prefabs
2 Years Ago
Unsaved
2 Years Ago
Anim import preset
2 Years Ago
Rig backup
2 Years Ago
Hazmat suit skeleton prefabs + variants + menu lists
2 Years Ago
2 Years Ago
Fixed ragdoll incorrect orientation on death on server. Use eye.bodyRotation for the ragdoll spawn instead of transform.rotation.
2 Years Ago
'No sunlight' and 'underwater lab' environment volume prefabs
2 Years Ago
Setup placement guide meshses
2 Years Ago
Fixed materials
2 Years Ago
merge from main
2 Years Ago
Merge from main