143,565 Commits over 4,383 Days - 1.36cph!
Added Ballistic helmet model, material, and textures. Set up prefabs.
Remove "invalid sequence ack nr" check
* Gives false positives
Use center of physObj AABB for ragdoll light origin
Prevent Entity:Spawn() on already spawned vehicles
* This fixes a graceful exit which fixed a memory leak
Fix APC gun effects not working for driver in multiplayer
* Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view
Disable static prop physics scaling
Crashes on dz_sirocco without USE_POLYSOUP
Synch trajectory lock state correctly for all control paths.
Remove "invalid sequence ack nr" check
* Gives false positives
Use center of physObj AABB for ragdoll light origin
Prevent Entity:Spawn() on already spawned vehicles
* This fixes a graceful exit which fixed a memory leak
Fix APC gun effects not working for driver in multiplayer
* Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view
Disable static prop physics scaling
Crashes on dz_sirocco without USE_POLYSOUP
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Salvaged Cleaver audio file tweaks
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
industrial garage door
- minor texture tweak
Adding extra wheel joints for bowless crossbow world rig
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Update satellite control computer prefab with a desk and computer.
Update mount/dismount/eye positions.
Placeholder UI tweaks.
Convar descent time.
Rework UI flow.
▉ ▄▇▊▄▍▇▋▌▅▄ █▋▊▋▋▇█▊█▍ ▊▌▋▅█▌█ ▌▊▌ ▇▉▊▌▌▊▇▉▍ ▌▄▉ ▍▌▍▆▊▍▆▉▉▄ ▄▋▍▅▊▉▊ ▄▍▌ ▅▇▋▍▄▌▍▄▍▍ ▊▊ ▌▅▌▌▅▅▅█
switched GPU instancing on
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Updated w_sks and w_paintball_gun animators with reloadMotion setup
industrial garage door
- Gibs added
- Prefab updated
Fixed incorrect repair material
Updated seismic sensor levels:
- Mortar Shell: 2
- Fragmentation Mortar Shell: 1
- Cannonball: 1
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
exported edited arm throw pose on 3p rock anims
Fixed OOB error on testscenario_rocketsplash5_turretpod
merge from automated_testing
merge from automated_testing/export_optims
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s
Same for allBaseCombatEntityPrefabs - 4s -> 300ms
+ some micro optims in other tests
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
created bespoke ak47 pickup/drop anims and applied to holdtype controller
tweaked marketplace electric wires, general polish before attacking other areas
unfucked some smoothing groups on the demolished side of apartment building
server_browser_update_2 -> main
- Increased distance/player score to 50-50 for default sorting
- Compile fix
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list
Bypasses the big ass export, its near instant depending on what you refresh
Test list is now sorted alphabetically so using the context menu doesnt shuffle things around
Fixed typo that included all editor tests to the server CI test list
- Add distances away to each of the servers in km
- Convert it to miles if in the USA
Some cleanup.
Convar some hardcoded vlaues
Dont disable the country selection button
Added a cache for FindPrefabPathsByLabel so two calls on the same label in the same export run are free
-OnCountryChanged event - attached the country button
- Cleanup with country selection choices
krieg chainsword better charm positon
Resetting lights to their original shadow strength when shadow caching is disabled
merge from mortar_prototype
Refactoring and cleaning up TestListExporter
Added some timing logs, helps finding the slowest param resolutions
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
Fix a bunch of the country select settings
merge mortar_prototype to main
merge aim blending for mortar to mortar_prototype
Disable USE_POLYSOUP for UTIL_RescalePhysCollide
industrial garage door
- merged sub objects on skin model
merge from mortar_prototype