106,581 Commits over 3,836 Days - 1.16cph!
Fixed NVScientist mask emissive not being like in the cinematic branch.
Optimized some texture sizes and params.
Updata protos with default TOD value for backwards compatibility
Smudge rays which hit a player back a little bit so that they should always go behind the rendered player capsule entity
Fixes
merge from nuclear_missile_silo
▅▇▅▍▍ ▋▆▌▉▄▇▅ █▋▆▌▌ ▉▇ ▆▌▆▉▌ ▅█▋▉▇ ( ▋▄ ▍█▊▋█▊ ▍▌▋▆ ▍▋▉ ▅▋ ▊▄▄ ▍▉▅▄█ ▊▌▌▆▋█ ▄▊▉ ▌▍█▊▌▄▌ ▆▍▊▊▄▌▉▄)
Finished adding interior lights to culling volumes
Opened up one of the hangars and addded dressing
Added minor dressing to the exterior
Fixed "missing level of detail" error message by removing static foliage from a list of culled objects
Slightly tweaked the NMS postprocess
Scene2prefab
Fix team aggregates & pooling for it
rf transmittor admire second pass
some uv mapping improvements to brick window bars
reworked the brickskin tintmask to look like soot
modified the material blend layer of brick interior walls to look like soot rather than paint. visual difference between outdoor and indoor reduced.
merge from spawn_group_remove_fix
merge from unlock_all_skins_off
Merge Main -> Attack Helicopter
Changed the adobe skin interior wall to be visually closer to outside wall while remaining unique
Added hurt volume under the NMS hatch
NMS inaccurate hatch colliders fix
Fix server compile, move muzzle transform properties
Merge GunnerScreen -> Attack Helicopter
Hooked up "no ammo" crosshair
More rocket crosshair setup
Different rocket crosshairs hooked up
Attack heli UI functional compass. Compass shader now supports custom offset, enabling compass UI with varied aspect ratio.
Fixed missing fire damage and heat triggers.
NMS S2P
merge from nuclear_missile_silo
Reduce the range Rust+ cameras can see players from
Only allow Rust+ cameras to see names of players close to the camera
Convars to control the above ranges
Remove separate ray material for players
thumb_up
17
thumb_down
17
Splat tweaks in an attempt to make the paths within the monument more readable
Attempt at fixing water disappearing when leaving terrain triggers
Blocked off parts of the hatch mechanism with invisible blockers to prevent players from jumping inside the gap while it's opening where they could get stuck
Added a terrain trigger to the bottom of the hatch mechanism just in case they happen to go in
Scene2prefab
merge from right_click_pumpkin_fix
merge from radial_menu_toggle_mode
merge from nuclear_missile_silo
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument
Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it
Shifted some objects that were floating
Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain
Scene2prefab
rf transmitter vm admire anim and updated anim controller
▋█▍▇▋▄█▅ ▊█▇ █▌▊▍ ▆▊ ▉▌▇ ▊▊▋ ▌▉█ ▌▊▊▌█▍▊█
Moved fences near one of the houses to allow for players passing through
Deleted z-fighting decal in the office room
Made one of the exit door static and added some props around it to make it clear it does not open
added more loops to warhead cones so they smooth nicer on LOD0
fixed elevator cabin button travel
merge from itemskins_convar_restrict
thumb_up
24
thumb_down
197