114,266 Commits over 3,959 Days - 1.20cph!
updated player prefab & skeleton asset to use new rust player avatar
Reverted serverside implementation (didn't work)
Added to clientside instead (still server only with replicated var)
Added server convar to skip death screen warmup
player update. exported wip rocket launcher anims and populated rpg override controller
Clear mouse Y input when cam is locked.
Lerp cam to locked target position.
swing bridge whitebox - figuring out design
removed shadow proxies using colliders as source and some less precise proxies
merge from mesh memory review
Stripped out rig controller into it's own prefab for easier merges
Added per spine bone look at weights
Add animation rigging package (third times the charm)
Add new Facepunch.BoneJobs plugin
BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on
Currently only has a single component, the AimSpineComponent
Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis
The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads
It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
Improved eye and eyelid position on both client- and server-side ragdolls
- Move all TimedExplosive projectiles to the Physics Projectile layer
- Remove collider from those that still had one
There's no need to add a EntityCollisionMessage script to rockets and things that don't have a collider. It is needed for stuff like C4, so let's make it conditional.
Lazy-instantiate WorldSplineSharedData in the same way as TrainWagonLootData. Change TrainWagonLootData back to not using null-coalescing operator. Although it was perfectly fine in this case, ScriptableObjects do have the same null overriding situation as MonoBehaviours, and I'd rather not give anyone the wrong ideas.
Fixed bug causing doubled markers to appear
Map now shows shelters owned by player
This functionality automatically disables if max_shelters convar is set higher than default
Disabled crunch on a few more textures
More additions to texture streaming exclusion paths
Enabled mips and streaming on 34 textures
Shelters now inform local player if owner
Shelters map marker is now instantiated by owned shelters
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Enabled texture streaming on 3310 textures
Added a few more exclusion conditions for finding streamable textures
Disabled mesh compression on 396 meshes
Added tiny custom tool to find unoptimized models
Increased streaming mip map budget to 1GB
Re-enabled texture streaming
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Added shelter limit to toolbar - in the same way as bag limits are displayed
Add `cached_browser_refresh_cooldown` convar (default 60s)
Lower cached browser refresh delay from 5min -> 1min on the client
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changed animation clip name for throwing to 'throw' on some weapons for player update and assigned correct anim in spear override controller fro the throw
Delayed some calls (RenderScale, TrainWagonLootData) until after shaders bundle is loaded to prevent shader duplication in memory
Moved all shaders to their own bundle (shared/shaders.bundle) and made it load first, before all other bundles
Fix attachments not making sound when added to a weapon inside a backpack
Merge from backpacks -> aux2
Added back highly simplified "Standard" and "StandardSpecular" overrides
Further reduced variants on a variety of shaders; total now down to ~0.16MB from 3.10GB (after de-duplication, coming later)
harbor_2 dock island + swing bridge prrof of concept