129,255 Commits over 4,232 Days - 1.27cph!
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy
Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
Enable procedural instancing on blend shader
Log error when mesh used for instancing doesn't have read/write enabled
Ensure every prefab for instancing is warmed up in the editor
Add an extra slot to the clothing section of player corpse to account for backpacks
Fixed loadouts window not properly assigning loadouts when using the filter
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
Rust PVE mode (convar) now allows players to shoot NPCs
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
fix sound error when firing attack heli rockets
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Fixed some ticketed FX issues on the Oil Rigs.
S2P'd both.
deleted homing missile launcher world model rig fbx as it isnt needed
edited homing missile launcher entity prefab and override controller
Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
Added anamorphic bokeh squeeze and barrel distortions
gingerbread building skin models/LODs Gibs and colliders
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manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
added homing missile
lods, textures and materials
Don't serialize forceAcceptAmmo no attack heli turret
merge from chinook_ground_fx_fix
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Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fix start vertex of multidraw being incorrect
Some cleanup
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
Make steamID optional for clan score events
Nexus clan implementation updates for score events
Update FP.Nexus
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Show draw call count with multidraw in perf 7 properly
Move the temp manually assigning of computebuffers every frame above the loop that skips values
Fix mutlidraw count not being reset when new meshes are added
Ensure that non-multidraw instanced rendering still works to compare & see what is broken