198,617 Commits over 4,140 Days - 2.00cph!
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Include additional performance info about GPUs
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small attack heli reload sound tweaks
Orchid material wind changes
updated ak entity, selected bone masks for w_ak anims
Orchid / all variants / prefabs / textures and billboards
Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
exported edited rock, 3p melee, 3p 2hand melee, explosives anims set and edited sword holdtype override controller
Apply proper attenuation to func_rotating looping sound
fixed scenes where forkilift material had overrides
forklift textures polish
removed old material variations
Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
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Reduced variants on Cliff, Foliage and Decal shaders
Halved variants in Rust/Standard Blend Layer shader pair
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
Halved variants in Rust/Standard Wind shader pair
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Merge main -> CorpseRagdollParentingFix
merge from CorpseRagdollParentingFix/LessSinkableBoats
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Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
merge from RagdollInfoConvar
merge from team_marker_reconnect_fix
Only do the early EnsurePointsInitialized call if loading from save
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
Save time reparenting Buoyancy points - just use InverseTransformPoint
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
Eliminate BuoyancyFixedUpdate calls if there's nobody around
Fix player markers staying visible after disabling togglespectateteaminfo
Added corpseinfo convar to get info on the amount and status of player corpses
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Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
Integrated "vertical fade" into wind params as "height bend fade" and blended with exponent via weight (1=override) + tweaks