113,806 Commits over 3,959 Days - 1.20cph!
Match compressor on all audio mixer snapshots
Make sure compression var is saved
Switched again to -6 and -12
Reduced threshold settings slightly after testing to -6.5 or -13
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
Add missing TagManager layer name change
Added ability to load saved foliage
Changed all bush colliders to triggers
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
Copy splat settings to material
Test map stuff for testing. Vehicles, keycard.
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
Moved ice AK ice FX from Debris layer to TransparentFX.
Moved some spray can components off the Debris layer
Add clear option to poster
Wanted poster setup
Fixed some trophy exceptions
When resuming industrial line, check LOS of each segment incase a wall was placed that blocks part of the pending pipe (clientside, server already validates it)
Fix pending wire sometimes not being cleared when starting a new wire
Don't play wire connect effect when reconnecting wire
Wire tool saves current wire when unequipping it
Merge Main -> RagdollsOnVehicles2
Merge from rail_network_link
Right click for <0.15s to disconnect wire
Hold right click to clear wire
Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded)
Apply same values to pipe tool & hose tool
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Made triggers fit slopes better to fix broken terrain collisions
Tweaked environment volumes to make transition between underground and aboveground smoother
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
#CLIENT and #SERVER compile fixes
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
merge from main -> wire_tool_reconnect
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
Add skinned backpack mesh
Fixed rail link sometimes overlapping elevator shafts
Added camera frustum outline rendering at runtime.
Halloween Score board fix
Added heightmap mesh for the second entrance
Location point generation and handling.
UI distance clamping.
Use radius for long range detection.
Added First Wanted Poster Variation
Added First Wanted Poster Materials and Model
Setup Basic Prefab