106,128 Commits over 3,806 Days - 1.16cph!
Only do the early EnsurePointsInitialized call if loading from save
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
Save time reparenting Buoyancy points - just use InverseTransformPoint
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
Eliminate BuoyancyFixedUpdate calls if there's nobody around
Fix player markers staying visible after disabling togglespectateteaminfo
Added corpseinfo convar to get info on the amount and status of player corpses
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Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
Integrated "vertical fade" into wind params as "height bend fade" and blended with exponent via weight (1=override) + tweaks
merge from team_marker_reconnect_fix + rust10_drop_fix + BuoyancyHotfix
merge from team_marker_reconnect_fix
merge from rust10_drop_fix
Show the current spectated players team markers when BasePlayer.filterSpectateMapTeamID is -1
Possible fix for legacy furnace not dropping
merge from BuoyancyHotfix
Explosion post params/timings
Fix buoyancy code running way too often
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added new masks & test animator (with individual layers & masks for each upper body part)
player update, exported edited unarmed idle pose and edited rock and 2handed melee anim sets
Added optional vertical fade controls for quick wind attenuation (based on local space height)
Attempted to fix incorrect screen resolution when in editor
Fixed build errors on BRZone shader
Fixed shiny stuff and reduced Rust/Standard variants another 23%
Ensured objects are enabled by default with optional disable
Optimised cache lookup
Added danger checks to objects in cache
Set default bind of "focus map" to `F`
Move bind to different realm so it doesn't overwrite flashlight button
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Added ability to foldout main sections
Adding pass will foldout passes section automatically
RenderPass errors are now parsed and a popup dialog is presented
Stopping preview cannot be done unless a pass preview is ongoing
Processing parses is now handled by button
Setup warning system
Display warnings for basic unset values
Added dithered "Angle Fade" option to Core/Foliage (e.g. multi-card stationary billboards)
Changed blue noise texture to uncompressed
Adjusted import settings for noise textures
player update, edited rock anim set
Add a second label for the `...` so the dots are aligned from left to right
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Fix for GetEntityDecayDuration NRE
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Merge LessSinkableBoats -> Aux2