106,521 Commits over 3,836 Days - 1.16cph!
experimental -> experimental/release
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merge from elevator_improvements
merge from nuclear_missile_silo
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Taller terrain triggers near the chute hatch as a potential fix for terrain violation
Scene2prefab
main -> experimental/release
merge from building_skins_3
Subtracting
81504 footsteps_without_groundinfo - footstep sfx played whilst swimming and reportedly doubled up
experimental -> experimental/release
Code review: Use ListHashSet instead of directly using BufferList, for faster removes
Backups - scenes, animations and assets
Merge Main -> RagdollRewrite
Another iteration of 6P files.
Further tests. Scene test setup.
Can now play another gesture while a gesture is running if the current gesture is a cinematic gesture
Texture density changes for debugging orientation
Ruling out memory leaks: Bracket the Analytics "stats" Conditional so that it behaves as (a || b ) && b rather than a || (b && c ). Setting ConVar.Server.stats to false now disables stats without also having to have AnalyticsSecret null or empty.
Debug setup for 6P shader
Added optional Wind layer to "Rust/Standard"
First smoke puff using 6point (test)
Ruling out memory leaks: Clear entries in the TimedExplosive queryResults static array after use
Added colliders to the diesel engine
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reverting legacy system changes
Fixed a collider that was causing glitchy movement
Replaced elevator sign on floor -2 with an exit sign
Scene2prefab
Renamed "UV Set for Transparency" to "UV Set for Alpha" and added this feature to "Rust/Standard" shader
Added double sided normal option for "Rust/Standard"
Updating the rest of the required shader passes
Cherry picked
81879 (multi-light 6point)
Added multi-light and transmission support to 6-point lit particle shader
Added macro calls to relevant shaders.