126,678 Commits over 4,109 Days - 1.28cph!
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Merge from lighting_test_scene
Remaining test map stuff for Matt
Fixed a small issue with the green gambling light
exported bear attack 2 and 3 and updated attack 1 and idle 03 anims
merge from main experimental
More precision - reduce MAX_JOINT_DIST to 2
merge from map_team_bags_fix
Scrap heli don't parent ragdolls
Disable pooling on tooltips (not sure if it's the issue, but makes sense to rule it out)
Added server sync ragdoll save/load methods
Comment on ragdollmode convar. Ragdoll corpseJoint made readonly.
Fixed corpse issues with the initial fixed joint to the pelvis. Removed that joint - pelvis collider is now on the base, no separate rigidbody on the pelvis.
Manifest, adding the new corpse type
Sync ragdoll limb pos more frequently: 10 times per second instead of 5
Added smooth interpolation for all ragdoll limb sync
Lower scale of non clustered sleeping bags on the map when the player is alive (0.7 to 0.55)
Updated waypoint map marker sprite to be properly centred
new upgrade sounds are quieter and voice limited more strictly to prevent overlap
Move team member map markers to render above sleeping bags
Use RustLayout on Tooltips, possibly fixes some strange tooltip layout issues some playing are seeing
Fix double pool free, go back to using pooled lists
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resolved floor triangle gibs r/w errors
merge from building_skins_3
Copy over shaders from original `global_networking` branch to fix indirect rendering
Enable GPU instancing on more building mats
Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
Art test scene WIP/backup
Only display outline collider warning message if not found at all.
Enable GPU instancing on building skins
Only use highest LOD rather than rendering them all at once (as we don't support LODs yet)
Automatically disable normal MeshRenderers in the prefabs we convert
Added missing rack config for candy cane club
Setup custom render bounds for SMG.
Fix an accidental offset in mp5 world model prefab.
Fixed several issues with ragdoll position sync. No more glitching now
add ClientTurnSpeedOverride fore testing/debugging