126,896 Commits over 4,109 Days - 1.29cph!
Further tests. Scene test setup.
Can now play another gesture while a gesture is running if the current gesture is a cinematic gesture
Texture density changes for debugging orientation
Ruling out memory leaks: Bracket the Analytics "stats" Conditional so that it behaves as (a || b ) && b rather than a || (b && c ). Setting ConVar.Server.stats to false now disables stats without also having to have AnalyticsSecret null or empty.
Debug setup for 6P shader
Added optional Wind layer to "Rust/Standard"
First smoke puff using 6point (test)
Ruling out memory leaks: Clear entries in the TimedExplosive queryResults static array after use
Added colliders to the diesel engine
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reverting legacy system changes
Fixed a collider that was causing glitchy movement
Replaced elevator sign on floor -2 with an exit sign
Scene2prefab
Renamed "UV Set for Transparency" to "UV Set for Alpha" and added this feature to "Rust/Standard" shader
Added double sided normal option for "Rust/Standard"
Updating the rest of the required shader passes
Cherry picked
81879 (multi-light 6point)
Added multi-light and transmission support to 6-point lit particle shader
Added macro calls to relevant shaders.
Disabled mesh compression on some NMS meshes that still had it
Another attempt at fixing a show bug naer the computer room
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
Fix analytics serialization error when object is serialized as a field
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
Fixed steam nicknames not working due to expiry checking the wrong way
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Fixed TriggerHurtNotChild users like vehicles and the NMS hatch showing "Killed by [blank] with a [thing]". Now if there's no player doing the killing, the thing is will appear in the Killed By field instead, with no blank fields shown.
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more aggressive flyby sounds
Convert infinite ammo editor convar into normal convar
Synced to server with clientinfo
Only works if you are admin or developer
Infiniteammo convar no longer saved automatically
Wrapped the shader code to apply indirect instancing in a simple macro similar to inbuilt unity stuff. Only used when relevant.
Fixed log floor gibs r/w errors
Fix vending machines giving out greater than max stack size after restart
fix for the bradley targeting vendors
Distant nuke files and prefab on a clean branch because the other had SF and other stuff
Needs the shader files too (cc @diogo)