142,627 Commits over 4,413 Days - 1.35cph!
illuminated pressure pad;
- game model added.
- pressure pad lights up in two conditions; when power is sent or when power is recieved. Which now allows burst of power to illuminate the pad for a small time.
- updated material, prefab and icon.
https://files.facepunch.com/curtis/1b1411b1/14_03-08-CadetblueOlingo.mp4
illuminated pressure pad;
- add baked textures for preview, not yet textured
illuminated pressure pad;
- remove redundant texture
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
merge from interaction_toast_banned_fix
Better checks for when to display "Banned/Kicked from the server" in the interaction toast on disconnect
- Add a spline around the table
- Interacting sends request to mount at closest part of the spline (to the player)
merge from automated_testing
merge from automated_testing
Editor only codegen, codegen
merge from automated_testing
merge from automated_testing
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Added RRP support for the dev-only shadow convars
m16a2 update. gamemesh and wip textures
exported updated 3p sprint animation
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Dont network ball rotation - its just calculated on the client from velocity information
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Add drag to the pool ball velocity
Fixed looping gestures fading out after a single loop (but not actually ending)
merge from mortar_prototype
Fix animation handles not being freed on mortars/cannons in demos
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
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adding models and final prefab for the nova apartments sign
added renderer batch on new bench prefabs
some tweaks to scene
Only run physics updates if any of the balls have velocity
Fix for new head hierarchy
Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
Added some mint ddraw and debug commands to help debugging circuits
merge from wiretool_reconnect_fix
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
merge from PlayerRigUpdate2
Merge from render_pipeline_toggle
Added a way to toggle the Rust Render Pipeline at runtime