113,606 Commits over 3,959 Days - 1.20cph!
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small attack heli reload sound tweaks
Orchid material wind changes
updated ak entity, selected bone masks for w_ak anims
Orchid / all variants / prefabs / textures and billboards
exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and edited sword holdtype override controller
fixed scenes where forkilift material had overrides
forklift textures polish
removed old material variations
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Reduced variants on Cliff, Foliage and Decal shaders
Halved variants in Rust/Standard Blend Layer shader pair
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
Halved variants in Rust/Standard Wind shader pair
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Merge main -> CorpseRagdollParentingFix
merge from CorpseRagdollParentingFix/LessSinkableBoats
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Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
merge from RagdollInfoConvar
merge from team_marker_reconnect_fix
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