113,804 Commits over 3,959 Days - 1.20cph!
Spawn flag entity when a sweetspot is fully detected
set reverse close anim to play at same speed (2) as standard close anim in the animator
removed delay from saloon door anims
Fix #SERVER compile error
push doors vm and 3p anim, added to v gestures and player animator
Removal basics (very wip)
Merge from shader-stdblends-extended
Fixed portacabin materials
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Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
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more wip placeholder UI and sweetspot detection
Merge from rail_network_link
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
Fixed ProceduralMapRailSimple using a tiny world size
train_tunnel_double_entrance_b implementation
Hunting trophy compile fix when neither server nor client
Fixed rail network link missing from underground map
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
Fixed weird circular / tight rail generation around rail entrances
Detection point and debug gizmos.
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
Swapped PlayerMetabolism override to only be on the server.
Swapped to using DDraw for frustum rendering.
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
merge from base_decor_DLC
merge from base_decor_DLC
Placement improvements, tutorial should now be mostly completable with new mesh
Main camera mask edit to include the new layer
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
Save the baked foliage into a special mesh that just stores data.
Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh
Load the foliage on the client when loading into the tutorial
Replicate shadow casting and layers
Exposed parameter didn't save? Try again
Match compressor on all audio mixer snapshots
Make sure compression var is saved