198,903 Commits over 4,140 Days - 2.00cph!
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
Fixed not being able to mount minicopter due to overzealous clipping check
Chase and combat state improvements.
Bypass tunnel progress backup
Default usecalculatepath to true
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updated human AI designs with extra combat->cover transition
Reset entity FXBlend cache when the current view changes during a frame
merge from animaltweaks. Distance changes.
Updated mipbias for terrain textures
Don't allow updating settings too often.
Looking at updating postprocessing package
Do not allow to use the "Drive" property on entities that are already being driven.
Only unmount .gma files when we clear unused materials
Do not clear unused textures after reloading models on disconnect (It is still being done just before loading onto a server/into singleplayer)
Removed a bunch of unnecessary scripts from microphonestand.deployed.static - fixes cargoship PA breaking
Underwater lab moonpool ladder socket fix
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates
Underwater lab procedural generation progress
Editor-only convars for dev. WoundedFreeCamera and WoundedNeverEnds. Also in the Rust Editor window.
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
merge from /voiceprops/dlc
Change crawl speed to 0.6m/s to correctly match the animation speed
Fixed cliff_medium_sloped_R broken mesh in cave_small_medium scene
Underwater lab conditionals prefab updates
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Recover chance difference for crawling vs. incapacitated. Added convars for each.
Reset wounded timer if player goes from crawling to incapacitated. Some refactoring.
Set speed thresholds in the crawling blendtree to 0.5 instead of 1.0, since we only crawl at 0.75 (currently)
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Animation: Give look look direction a 0 weight while crawling.
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