126,618 Commits over 4,109 Days - 1.28cph!
Revert accidental TriggerParent change
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
Reworked inner bulb and outer glass with new shader features
Show details for nexus when clicking on one in the server browser
Added fresnel-style emission fade option to "Rust/Standard"
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet
Shadows now work
Progress & some stuff for Diogo
added bear turning additives, animator updates
Add the GlobalRendering component as an entity
Spawn on server as important entity
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
merged from vision:
Reworked field of view for Scientists.
Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it.
Fixed rear vision detection and simplified it, always detect out of vision but very close players.
Updated all main scientist prefabs with new vision stats.
Standardised vision stats of all scientist prefabs to new values
Slightly increase random movement area range in combat state
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check.
Fixed a bug in excavator scientist entity mem reference slot.
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
AIArena nametags now show the AI design filename too.
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
ticked on 'bake into pose' for root transform/rotation on updated bear animations
exported bear sprint and canter and edited some bear anim settings in unity
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
Match build options for old build process
Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
Added engine and water audio loops
Minor glass texture adjust
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
Reasonable starting setup for water wake FX on tugboat
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
Merge from ferry_terminal
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent.
Updated:
- Kayak
- RHIB
- Rowboat
- SubmarineDuo
- Submarine Solo
- Boogieboard
- Innertube
- Horse innertube
- Unicorn innertube
- Shark
- Horse
Shipping container showcase scene
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)