157,372 Commits over 4,566 Days - 1.44cph!
Don't strip BRG shader variants from builds
Use only one instancing method at a time and begin deprecating RenderMeshIndirect() path by toggling it via a uniform. (not a keyword)
Give live and old layers seperate visibility values (fixes fade applying to new tatto ink in live painting)
Cleanup softcore and hardcore changelogs
rust 13th birthday cake
- lods added
- prefabs updated
exported 3p attach anims for grenade, smoke grenade, flare, crackers and beancan grenade
Min fade value so even brand new tattoos are slightly transparent
Updated skinviewer nailgun to use the rigged VM
- added updated seagull model, textures and materials
Updating warhead garage door rig and open mesh
first pass, experimenting
merge from weapon_refresh_nailgun - updated viewmodel and workshopsource model
updated nailgun workshopsource model
Make wind shaders SRP batcher compatible
Updated default view so it's not your bare ass
Fix possible race condition when reordering pre_culled_mask
Adding new cow and sheep turn 180 animations
Make leading still the default interaction before petting
merge from MiltunsBlockers
merge from 3p_cleaver_resize
merge from Item2FunCraftingMenu
Fix animals not attacking players standing next to vehicles
merge from Livestock_animals
Cherrypick
168240 dungeon_fixes
Updating nailgun viewmodel rig with correct model
Restored tropical3 terrain
Root motion fix up on jump down anims
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea
Use normals instead of slope for map rendering
Add iso grid topology option
Fix bases decaying despite TC having upkeep when the decay tick gets slowed down on very high entity count servers
- change decay tick from being a hardcoded 5 entities per tick to budgetted to 0.25ms per tick
- in practice most servers won't hit this: this is 200k decay entities & 10 server FPS to start reaching the budget
- paces so we don't burn budget looping through the list too quickly
Enable terrain normal mips and use for lower detailed lods
Fix ring position rounding issues at lower cell sizes
Remove terrain stencil material from terrainConfig (is now the default)
Use y-distance from terrain to skip LOD rings
Refactor how files (paintings, cassettes, etc) are keyed internally
Fixes signs with the same contents (uploadsign) being cleared unexpectedly
Switch batches from channel 1 -> channel 0 so it's ordered with all the other packets (since we no longer use unordered for position packets)
development_server_fix -> main
Cleanup cache query return
Hooked up new mount forward animations (sheep still has issues)
Merge from Animal_Jumping
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
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Restore opacity slider to tattoo UI
Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
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Add bump effect to tattoos
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server