116,434 Commits over 3,987 Days - 1.22cph!
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
Merge from diversuit/burstcloth
Fixed scrap heli prefab, which got corrupted in the recent merge
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%)
Refactor calculation order in FP.BurstCloth to help things propagate better
Tweak starting bone positions and apply length constraints to diver pickaxe VM
Can still interpolate if there's a parent but it's not a moving one
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
LODs for all 3 wall mounted weapon racks
updated deployable prefabs accordingly
Ghetto fix for doors reseting to default position when they send a network update when opened
added 3rd wall mounted weapon rack
reduced texture sizes of all 3 texture sets
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
Cherry picked
83367 and repplied to new backend
Instanced rendering now works with animated entities (doors)
Grabs new position & rotation via transform.hasChanged (needs better solution long term)
Add `InstancedmeshTracker` component that tracks each moving mesh of an entity
Support multiple of the same mesh per entity (when deleting & updating)
Fix foundations not having all meshes deleted
Send raw position of global building entities instead of network position
Fixed subtle faceted lighting in player preview
Fixed post-merge bug grey box around inventory playermodel
Fixed post-merge bug causing overall lightness to increase
diver ak
- separated mag in world model and lods (for mag drop during reloads)
- vm prefab update to use main camera for now
- entity update
- diver ak mag drop effect setup
- reload anim and events
- weapon animator controller
Better movement behaviour on the exhaust
Fixed instancing on many shaders; tidy up shader code a bit
Applied FX & lighting to the main prefab.
Iterations.
Tug exhaust FX
Lighting prefab tweaks
exported updated diverstorch admire animation
Better warnings when mesh renderers aren't matched up
Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
Fixed deferred decals disappearing when camera enters their volume
Tugboat lighting&volume prefab.
Scene backup
road connection improvements and blendmap tweaks for bus stop
Replaced unreliable ShadeSH* calls with our own AmbientLighting
ferry drawbridge - plugged some mesh holes
removed the incline ladder from ferry drawbridge
exported divertorch admire animation and applied to diver_torch.anim.controller
rope hook model and prefab
Pass the players model state as well as flags when evaluating which bone position data to pick
Added climbing, ducking and swimming
Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll
Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
Removed unused and broken dependencies from RustStandardShaderGUI
PlayerBonePositionDataEditor inspector - put the button at the top.
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
fixed warehouse doors culling too soon