241,434 Commits over 3,867 Days - 2.60cph!
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
LobbyManager
Fix main menu lobbies not initializing game data
Removed unused and broken dependencies from RustStandardShaderGUI
PlayerBonePositionDataEditor inspector - put the button at the top.
Add video thumb rendering to asset preview to test https://files.facepunch.com/layla/1b1411b1/test.mp4
Passing an invalid timestamp will use incremental frame count as the pts
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
Expose video recorder to managed
static rope ladders set - models and prefabs
Basic ffmpeg video encoder
Leaderboard backup, run #3721
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
Use transform.position when updating train position, instead of rigidbody.position or rigidbody.MovePosition. I discovered only transform.position correctly moves parented rigidbodies (like ragdolls) along with the train as if they're in local space. THIS FIXES RAGDOLLS FLYING OFF.
Merge Main -> PhysicsLayerRevamp
fixed input name
Basic scrolling water shader
My collider changes messed with the scrap heli inertia tensor. Manually set it to the old, known-good values.
Further cleanup of scrap heli
Forgot to save the latest prefab
Rebuilt the collision setup for the scrap heli, using all convex colliders. This allows ragdolls and items to collide with all parts of the mesh. Made a few new convex mesh colliders to help build it.
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
Added 2 revisions to the gun racks.
Large Horizontal and Large Tall
- still need to tweak the textures ever so slightly
- updated corresponding deployables for testing
Don't try to get lobby memberlist unless we're in the lobby (10ms!)
Add IGameMenu.CreateLobbyAsync which returns lobby
Fixed ViewModel not applying camera rotation with animations driven from camera bone
Do not try to sign local builds on windows
Merge pull requests
* Added flags of the world to DIconBrowser (Community Contribution)
* Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution)
Add flags of the world to DIconBrowser (#1978)
Do not set ClassName in vgui.CreateFromTable (#1977)
Panels created by this functions do not have their own class and are anonymous. The reference classname in the existing function does not exist and is nil.
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
Exterior lighting & exhaust WIP