106,639 Commits over 3,836 Days - 1.16cph!
Updated OnSkinChanged to match use in BuildingBlock.Grades
Simplified skin refresh methods
Reapplied branch changes to BaseEntity.Skin
Merge Main -> Hackweek-SkinViewer. Stomping my changes to BaseEntity.Skin for now, will redo.
- Bradley: Don't target players who are in a safe zone
- Bradley: If a player is being targeted and enters a safe zone, stop targeting them (may take up to 2 seconds)
- Bradley: Fixed ConVar.AI.ignoreplayers bugs. Not clearing existing targets when set to true, and returning early when it shouldn't have
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Fixed spot lights in 6point lighting
Fully fixed the banding issues on 6P
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updated the prefab for the quarry deployable
Added particle rotation support to 6point lighting (via TC1.x)
Added LOD5 to the quarry deployable
experimental -> experimental/release
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merge from elevator_improvements
merge from nuclear_missile_silo
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Taller terrain triggers near the chute hatch as a potential fix for terrain violation
Scene2prefab
main -> experimental/release
merge from building_skins_3
Subtracting
81504 footsteps_without_groundinfo - footstep sfx played whilst swimming and reportedly doubled up
experimental -> experimental/release
Code review: Use ListHashSet instead of directly using BufferList, for faster removes
Backups - scenes, animations and assets
Merge Main -> RagdollRewrite
Another iteration of 6P files.
Further tests. Scene test setup.
Can now play another gesture while a gesture is running if the current gesture is a cinematic gesture
Texture density changes for debugging orientation
Ruling out memory leaks: Bracket the Analytics "stats" Conditional so that it behaves as (a || b ) && b rather than a || (b && c ). Setting ConVar.Server.stats to false now disables stats without also having to have AnalyticsSecret null or empty.
Debug setup for 6P shader
Added optional Wind layer to "Rust/Standard"