192,860 Commits over 4,049 Days - 1.98cph!
Attack VFX (Not using IK script for now because script bug.)
merge from softcore_update -> aux2
merge from respawn_changes -> softcore_update
When respawning and trying to reclaim items, drop extra items in a dropped bag
Switch dropped bag from white -> corpse bag when dropping extra reclaim loot
Merge from clear_bushes_radius
Clientside clear_bushes will now also remove foliage with "fern" in it's path. Fixes a few lingering arid ferns not getting deleted when using the command
Possible NRE fixes for RustEmojiLibrary.Shutdown
Fixed TSSAA getting turned off during normal res screenshots
Ensure the screenshot process always returns to the old AA setting regardless of what happens
Don't respawn with items in softcore if you die inside building privilege
- convar `reclaim_building_auth` controls it
merge from softcore_update -> respawn_changes
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Fix codelocks spawning as locked but with no code after a deployable corpse is repaired if the lock was unlocked when the deployable was destroyed
added turntable prefabs for easter and abyss items but they need transform tweaks once the store is set up
fixed chicken suit world and worn prefab randomisers, and gave prefab groups more sensible names
fixed randomiser on horse costume, set up world model outline script on both horse and chicken costume, tweaked lod distances
merge from softcore_update
merge from softcore_update
merge from
117533 horse costume world model
removed old horsecostume model and set outline script on chicken costume
merge from softcore_update/deployable_corpse
changed ui sounds to cloth and burlap sack
Updated bounds of all container corpses
Fixed some rail / road / river intersection issues
LR300 - Fixed dust cover looking black/broken mesh normals in viewmodel. (Fixed model and rebuilt prefab from scratch)
- add biome overrides for river material parameters (blends to different parameters as river travels through biomes)
- expose subsurface parameters on all water types (instead of sharing with ocean)
set pickup sound on sunken combat knife and original combat knife to metal deep instead of bone
Collider fix on retro and shockbyte tc corpses
Disabled show health info on elec furnace corpse
Improved corpse repositioning on ground missing
renamed sunken knife token description viewable in repair bench to "Sunken Combat Knife"
increased ironsights intro speed
viewmodel animator updates
- ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded)
- dryfire also goes back directly to ads state if enabled
- cleaned up animator
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Move where balloon force limit is enforced
Update verbosity of "Out-of-range value" warnings
Now includes parent array name, and the entity index
Fixed pose parameters sometimes getting garbage values
Balloon dupes check for missing values
This isn't extensive enough, other tools still need to do this as well
TTT: Crosshair Customization (Community Contribution)
Fixed another potentially uninited variable issue
Enable network protocol breaking changes
Bump versions
Reapply bone manipulate level transition fix
Removed some more test entities that should've never been shipped
Restore missing file used exclusively by this beta
Fixed missing $bottommaterial material causing massive FPS loss
It was trying to load the material every frame while underwater.
Also fix potential NPE crash with water textures/materials.
Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc)
Added mp_weaponrespawn
Moved some functionality tied to mp_weaponstay in recent change to a new convar.
This is meant to affect HL2DM maps
Added `Ignore Solid` for point_spotlight in FGD
Updated TTT
Fixed unintentional global variable
Updated localization files
Fixed a crash in trace code that could happen after a changelevel
Fixed missing $bottommaterial material causing massive FPS loss
It was trying to load the material every frame while underwater.
Also fix potential NPE crash with water textures/materials.
Also clear missing material list on map load, in case the material list changed (new addons,new map embedded files, etc)
Added mp_weaponrespawn
Moved some functionality tied to mp_weaponstay in recent change to a new convar.
This is meant to affect HL2DM maps
Added `Ignore Solid` for point_spotlight in FGD
Updated TTT
Fixed unintentional global variable
Updated localization files
Fixed a crash in trace code that could happen after a changelevel
enabled mipmaps on horse costume
toggle crouch fade on horse costume
Fixed bows showing every arrow head on init
Added AO and spec textures to Riot Helmet
Merge from jungle_update (fix compile error)
Merge from jungle_update (croc has more realistic reach when attacking)