199,598 Commits over 4,140 Days - 2.01cph!
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
merge from main/soundocclusion
merge from main/soundocclusion
Fixed error in entity find commands when group is null
Do budgeted sound updates via Update instead of a coroutine
Added parent to entity info
Added find_parent command
added social_ to the social anims to help sort them
Bring FMOD crash prevention delay times up to old values
re export to make sure all data is latest and links from sauce are correct
latest human data with social_ in anim names + some other stuff
Fixed infinate reloading bug
Quick mp5 gunshots for helk
Merged with IDestroyEvent branch. Forgot to do this ages ago.
Added Utility.Texture.DecompressNormals( tex )
Added Utility.Texture.SaveAsPng( tex ) (works on non readables)
Added Utility.Texture.CreateReadableCopy( tex )
Texture rows updated from defaults
Texture rows reset to default button
Texture rows download texture button
Added string.TruncateFilename( len )
Clicking texture filename finds it in explorer
move serialized properties on SoundOcclusion outside of if CLIENT
Fixed shader error when using biome layer in rust/std-blendlayer (RUST-1348, RUST-1349)
Bag'O Fixes for caves
Changed caves lights to use Ambient Light LOD script
Network++
Social-Chat UnitSoundType, data
chat sounds added to anim
Added some lights for debug to the dome
Updated military tunnels
Touched std/blend layer shaders, just in case
social point sfx added to anim
Cherry picked blend layer fixes from prerelease
Fixed rare-ish infinite loop in SoundManager
Set texture properly when resettodefault
Import Version2 properly (for conversion)
Indicate old items
Detect changes, reload textures automatically
Changelog field
Export to folder (for preview)
biome tinting for player buildings and objects test
stone hut requires 4 pelts 213 stones 21 sticks
Added industrial prop LODs
Added optimized path to skip tint mask sampling when slot is unassigned; std and std decal shaders
Updated train_track material to include tint mask inclusion keyword
Delete duplicate module, added DataAssetUtility for testing
Fixed RUST-1350 / Cave sections transparent (Object quality)
Nuked some crap from DataAssetUtility
Removing some not needed models and textures