127,195 Commits over 4,109 Days - 1.29cph!
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
merge from main/soundocclusion
Fixed error in entity find commands when group is null
Do budgeted sound updates via Update instead of a coroutine
Added parent to entity info
Added find_parent command
Bring FMOD crash prevention delay times up to old values
Quick mp5 gunshots for helk
Added Utility.Texture.DecompressNormals( tex )
Added Utility.Texture.SaveAsPng( tex ) (works on non readables)
Added Utility.Texture.CreateReadableCopy( tex )
Texture rows updated from defaults
Texture rows reset to default button
Texture rows download texture button
Added string.TruncateFilename( len )
Clicking texture filename finds it in explorer
move serialized properties on SoundOcclusion outside of if CLIENT
Fixed shader error when using biome layer in rust/std-blendlayer (RUST-1348, RUST-1349)
Bag'O Fixes for caves
Changed caves lights to use Ambient Light LOD script
Network++
Added some lights for debug to the dome
Updated military tunnels
Touched std/blend layer shaders, just in case
Cherry picked blend layer fixes from prerelease
Fixed rare-ish infinite loop in SoundManager
Set texture properly when resettodefault
Import Version2 properly (for conversion)
Indicate old items
Detect changes, reload textures automatically
Changelog field
Export to folder (for preview)
biome tinting for player buildings and objects test
Added industrial prop LODs
Added optimized path to skip tint mask sampling when slot is unassigned; std and std decal shaders
Updated train_track material to include tint mask inclusion keyword
Fixed RUST-1350 / Cave sections transparent (Object quality)
Removing some not needed models and textures
Entity find commands return both client and server entities in the editor
Merged prop changes from dungeon
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Fixed attachments motion vectors causing problems with tssaa
Merging biome tinting shader changes
updated mp5 silenced attack sound
Merging biome tinting changes and motion vector fixes
Destroy entity client instances recursively when a network limited entity changes parenting
Enabled player model, collider and nametag pooling again
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Fixed button stretch in lists
Moved layer defines to Rust.Global.dll
Added PropRenderer
Loading workshop http icons
xtab mode
Occlusion, Specgloss
Texture size limit from version2
adjusted the positioning of the mp5 worldmodel and IK holds
tweaked the size of the silencer attachment ( worldmodel )
shortened the buttstock on the mp5 worldmodel so it doesnt clip into shoudler as much
tweaked the mp5 viewmodel reload anims
tweaked positioning of the muzzlebrake and muzzleboost addons (in 1st person)