139,472 Commits over 4,352 Days - 1.34cph!
Merge from viewmodel_early_disable_fix
Fix viewmodels disappearing when held with a shield
Fix warning about viewmodels receiving the clear event when they are not setup to clear
charm initial setup on ar, blowpipe, blunderbuss, bolt, comp bow, crossbow, custom smg, dbs, dragon rocket launcher, eoka, flamethrower
Make BuildFromTriangles read weights from util.GetModelMeshes
* It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
Use actual model scale for jiggle bone scaling
* It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled
Make joystick input add to mouse delta, not replace it
* Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think
Merged Pull Requests
* TTT: translatability improvements
* TTT: use GMod language setting by default
* TTT: Equipment menu sorting options
* Menu: Optimise digest scheduling
* Pass along GM:AdjustMouseSensitivity's arguments to weapons
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Updated eyetransform in rustplayer.fbx
Bugfix(tests): fix invalid position logic in ServerOcclusionGroup tests
Tests: unit tests pass
charms cleanup, fixed jittering issue, rotated and scaled better, tweaked AR position
Updated server side ragdoll bone pos data
Apartment complex b file cleanup
Fix most of the ServerOcclusionGroup tests
Default grid size was too small (it just used out of bounds cells before)
Fixed IsVisibleFrom to also test against the circular radius
Reset some convars that can make the tests fail
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updated faberge egg H
- added full rig
- animated excavator
Port tiger, panther, croc and naval scientists
Will need thorough testing
Remove GetCornersNonAlloc helpers and intermediate buffers
fix dot product water direction to be absolute, in case wheel is rotated the other way
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath
Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Lots of small improvements to make the multi-unlock process more robust
Handle closing the techtree or switching tabs during unlock
Selection path stays visible as the animation runs, prevent selecting other nodes until it finishes
easter floorpaper update, added wip wallpaper, temp IDs/icons, engine file
mortar bipod fix - separated geo from the bipod tube so it can rotate - quick fix looks decent enough
Apartment complex b more damage progress
Implemented deploy, mounting and movement sounds for the water wheel
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Added statistical analysis for mesh sizes to Indirect Instancing Tools
Enable Read/Write for 2752 meshes below 128 KB
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Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
Fix incorrect material in jacket (male and female)
Kitchen kit meshes and prefab update. Added WIP materials.
collision fix for mounting on not open side, fix for oceans not rocking wheel back and forth
Merge from turret_paintball_fixes
Port polar bear, boar, chicken and stag
Properly take into account "base offset" property use on chicken and stag
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar
Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
Merge from viewmodel_early_disable_fix
edited RHIB ik steering wheel hand positions in its prefab
Fixed knights armour model bug
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Updated the Rust.RenderPipeline package to include the new volume component changes