130,596 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed skinning knife not producing player heads (missing HeadDispenser component on player_corpse_new)
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Include additional performance info about GPUs
 
                
                
                
                
                
             
         
        
            
            
            
                
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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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and  edited sword holdtype override controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply proper attenuation to func_rotating looping sound
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed scenes where forkilift material had overrides
 
                
                
                
                
                
             
         
        
            
            
            
                
                forklift textures polish
removed old material variations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
 
                
                
                
                
                
             
         
        
            
            
            
                
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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