243,857 Commits over 3,898 Days - 2.61cph!
IsTypeParameterRequired shouldn't check properties
Swapped PlayerMetabolism override to only be on the server.
Clicking a GameObject in a GameObjectControlWidget will select it
Fill out TreeNode.HasDescendant for GameObjects
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Pure methods become expression nodes
Swapped to using DDraw for frustum rendering.
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
Clear DoF_Ents table on DOF_Kill (#2020)
Updated trace code from Jay
Fix colliders not rebuilding when editing transform or collider properties
Rescale body when setting transform with different scale
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Remove the debug gizmo text output in CharacterControllerHelper
merge from base_decor_DLC
merge from base_decor_DLC
Test mount/unmount VPK methods
Remove file extension when passing to Mount/UnmountVPK
Use ChangeExtension instead as apparently this preserves the path...
Fix IsVPKMounted check not working
Leaderboard backup, run #6773
Placement improvements, tutorial should now be mostly completable with new mesh
Main camera mask edit to include the new layer
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
Save the baked foliage into a special mesh that just stores data.
Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh
Load the foliage on the client when loading into the tutorial
Simple debug drawing for sphere and capsule, they were drawing too much geometry
Replicate shadow casting and layers
Exposed parameter didn't save? Try again
Match compressor on all audio mixer snapshots
Make sure compression var is saved
SweepBody, SweepBodyMultiple
Switched again to -6 and -12
Reduced threshold settings slightly after testing to -6.5 or -13
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
Add missing TagManager layer name change
Added ability to load saved foliage
Changed all bush colliders to triggers
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
Copy splat settings to material
Activate non solid contacts regardless of if neither is dynamic (triggers)