106,600 Commits over 3,836 Days - 1.16cph!
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
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merge from building_skins_3
merge from cover_merge:
Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo.
Fixed bug with scientists shooting when not facing towards their target.
Fixed combat action timer not resetting and slightly reduce the time between actions.
disable some wip flank code
Industrial static doors - colour variants + glass
Merge from RagdollRewrite2
Added a curve to the water mask plane
Made and applied a custom water mask plane mesh for tugboat. Adjusted parent trigger import settings.
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