201,578 Commits over 4,171 Days - 2.01cph!
Fix chat window in poker UI not respecting show chat option
Put cards away and get them back out after a round so they don't magically update
Fixed non bypassed keybinds still working while in poker UI
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Added BloodEffect component flesh entry/exit decals
Added map icon for coop_fall (CSGO)
Exposed the gesture signal delay and tweaked it to line up the first and third person animations correctly
Disable dance, unsaved clap changes
Fixed some places still using old ID's
Clean up some invokes
Remove old system to hide lights and particles, just move world model a long way away instead of scaling it
render.ReadPixel/render.CapturePixels now returns the alpha channel too (naturally uses more memory)
Code review changes:
Cleanup PlayerModel invokes and layer weights in OnDIsable
Fix list not getting pooled in context menu
Use Rust.Editor.GetObjectId to get gesture ID's, reserialized all of the gesture configs
Swap a couple of vars around so that the "Mounting" header still shows up on vehicles. Hiding a property with a header directly above it also hides the header.
Removed dismountAnchor entirely since it's been mostly unused since
22861, and unused since
26071
Hide MountPose and MaxMountDistance in the BaseVehicle class (and subclasses) inspector so they won't cause any more confusion. They're unused by vehicles.
Fix mugshot rendering messing up the player multimesh
updated mount pose on card table seat prefab
cardgames -
added player sitting pose
updated player animator
added cardgame sit mountpose enum
set .deployable to use pose
added player card held model & worldmodel prefab
fixed clipping issues on vm anims
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initial setup/prefab/files
move the IAIAttack and IAISenses implementations from Scientist to Human
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
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Cleaned up fake Steam ID toggle menu item
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
Bunch of fixes for Harbor_2, LS, Powerplant, Satellite Dish, Sewer Branch, Trainyard
Some missing files
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
Fixed cliffs not spawning on steep terrain next to rivers / roads
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments