142,717 Commits over 4,413 Days - 1.35cph!
merge from automated_testing
Editor only codegen, codegen
merge from automated_testing
merge from automated_testing
- Better world spline inspector
- Methods to find closest point on a spline to a world position
Added RRP support for the dev-only shadow convars
m16a2 update. gamemesh and wip textures
exported updated 3p sprint animation
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Dont network ball rotation - its just calculated on the client from velocity information
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Add drag to the pool ball velocity
Fixed looping gestures fading out after a single loop (but not actually ending)
merge from mortar_prototype
Fix animation handles not being freed on mortars/cannons in demos
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
set idle stand timescale to 1 on player animation controller and edited 3p crouch and stand idle anims
▋ ▍█▄▉▋█▇▊▍ ▅▆▇▌▉█▍▌▍ ▉▊ ▆▋█▅ ▋█▄▋▆▇█ ▆▅ ▇▇▌▍▉ ██▍▍▅ ▍▇▄▋█▋▆ ▉▊▇▊▉▆▍▍▋▇▇▉ ▇▉▋▄▅█▆▉▍ ▆▉▄▊▆▉ ▉▋▋ ▊▊▄▍▌▌▌▉▌ ▄▍▄▌▅▄▇▉▉▆▇ ▍▆▅▅▆▆▅ ▆▍▆▊ ▇▅▍▊▋▉ █▊▌▅▉▊▆▉▍▇ █▄▆▊▍▆█ ▌█▉▌▋▊▋▉▊▉
adding models and final prefab for the nova apartments sign
added renderer batch on new bench prefabs
some tweaks to scene
Only run physics updates if any of the balls have velocity
Fix for new head hierarchy
Since eyes are in their own renderer now we can use the existing eye skinmaterialtype
Added some mint ddraw and debug commands to help debugging circuits
merge from wiretool_reconnect_fix
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
merge from PlayerRigUpdate2
Merge from render_pipeline_toggle
Added a way to toggle the Rust Render Pipeline at runtime
Reduced the natural beehive count from 3 -> 2 and spawn chance from 100% to 0.33% on oak_b.
Reduced spawn chance for apples from 100% to 0.5% on oak_d.
Doubled the LOD2 distance for apples (on trees only).
Updated the RRP package and made the shadow presets work while RRP is active
Better fix, also fixes first frame of weapon being held not looking correct
Fix held entity sub systems not working in builds (torches)
Apply to motorbike driver seat as well
Sweapped the snowmobile seats over to use an animation subsystem
Print out all of the parameters in a child animator in Debugprintout, that way it works at runtime as well