113,995 Commits over 3,959 Days - 1.20cph!
Combine player_corpse and player_ragdoll, with the help of cherry picking a few old changesets
EntityMenu attributes on entities will now appear using proper english in the radial menu, even before we run phrases
Uses a new AddOptionPhrase method on ContextMenuUI, this can be used when manually adding options to a context menu (eg. wiretool) although I haven't updated those since we've already had them translated so they appear fine
Get our entity in the HasObjUnderFeet check. Vehicles update associatedMountable to point to the base vehicle, which messed up the check
Merge from tutorial_island
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Setup kick gesture (hidden in wheel)
Shaved a second off the animation for more responsiveness
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more wip mirror work, tweaked goldframe colours, tweaked paintable backboards, ao, added paintable material for standing frames so the background tiles better
Added Dracula Mask model/materials
charitable rust 2023 drops added to twitchdrops render scene. mannequins added. Some new lighting prefabs for drops items
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Merge from /main/shader-std2decal-extended
Fixed decal layer order in inspector
tweak to mirror plane material, much more work on mirrors 1, 2, 3. implemented new blend material for paint layer
Updated HuntingTrophy_Large with lods
Updated HuntingTrophy_Small with lods
Moved some files around
Added HuntingTrophy_fish
Re-added PlanarReflectionCamera to MainCamera prefab
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Moved Detail Layer to below Decals and fixed decal tangent-space normals
added initial kick anim to player animator,
added anim for frontier doors & animator (linked this in frontier doors prefab)
Added "Apply Vertex Alpha AO" option to blend4way shaders
Fix tutorial island animals from flagging as swimming (and so reducing speed) due to them currently being very close to sea level.
Set TutorialIsland MonumentNavMesh.NavMeshAgentTypeIndex to animal group so that animals bind to the navmesh correctly.
Also reduced the MonumentNavMesh extents so they don't accidentally include sea bed in some situations.
more mirror wip working out blend layer
HuntingTrophy_Large lods
HuntingTrophy_Small lods
Slightly tweaked entrance terrain to fit the second entrance variant
Fixed specular version of blend layer
Fixed "Apply Vertex Color" toggle not working in "Rust/Standard Blend Layer" shader
Added UV2 option to detail blend mask UV Set and set it as default
Added base layer occlusion and detail blend layer; updated shader inspector
Setup Bath Tub Planter Folder Structure
Added Bath Tub Planter Textures, Materials, FBX, GIB FBX, COL FBX
Setup Basic Bath Tub Planter Prefab
Setup Bath Tub Planter Materials, LODS, GIBS
Testing out storing a user id in a skull item as well as the name
Delete the empty gibs mesh, we'll just use the full gibs
Icon
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Splashable, igniteable, gibs, condition, save/load
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Update FP.BurstCloth with a bunch of constraint logic changes
Re-tweak all materials since the update has different parameters now
Fix ghost costume bones being out of order (breaks sibling constraints!)
Initial torch implementation
Reinstate IsVisible changes