134,277 Commits over 4,262 Days - 1.31cph!

2 Years Ago
Reduced variants on Cliff, Foliage and Decal shaders
2 Years Ago
Halved variants in Rust/Standard Blend Layer shader pair
2 Years Ago
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
2 Years Ago
Halved variants in Rust/Standard Wind shader pair
2 Years Ago
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2 Years Ago
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2 Years Ago
Merge main -> CorpseRagdollParentingFix
2 Years Ago
merge from CorpseRagdollParentingFix/LessSinkableBoats
2 Years Ago
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2 Years Ago
Improvements
2 Years Ago
Improved server-side ragdoll buoyancy. No longer floats mostly under the water, butt-upward, like the client-side ragdolls do
2 Years Ago
merge from BuoyancyPerf
2 Years Ago
merge from RagdollInfoConvar
2 Years Ago
merge from team_marker_reconnect_fix
2 Years Ago
merge from main
2 Years Ago
re-textured forklift
2 Years Ago
Only do the early EnsurePointsInitialized call if loading from save
2 Years Ago
Although the previous commit fixed a big problem, it was rather slow (MultiplyPoint3x4 is MUCH faster than transform.position). Since we're trying to improve performance here rather than make it worse, let's go back to the old system, but make PlayerCorpse manually call EnsurePointsInitialized early, which gets the data before physics have a chance to go crazy and end up with us caching very weird limb positions (happens sometimes on loading existing ragdolls from a save)
2 Years Ago
The cached rootToPoint stuff doesn't work correctly with ragdolls since the limbs can move relative to the root bone. I've now set ragdolls (both client-side and server-side) to not use the cached data.
2 Years Ago
Save time reparenting Buoyancy points - just use InverseTransformPoint
2 Years Ago
Buoyancy code now works in harmony with the new server-side ragdolls, and they go kinematic instead of attempting to sleep when the buoyancy code wants to sleep them (when being set to sleep, they kept waking up)
2 Years Ago
Eliminate BuoyancyFixedUpdate calls if there's nobody around
2 Years Ago
Very minor edit
2 Years Ago
Fix player markers staying visible after disabling togglespectateteaminfo
2 Years Ago
Added corpseinfo convar to get info on the amount and status of player corpses
2 Years Ago
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2 Years Ago
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2 Years Ago
Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
2 Years Ago
Merge from main
2 Years Ago
Integrated "vertical fade" into wind params as "height bend fade" and blended with exponent via weight (1=override) + tweaks
2 Years Ago
merge from team_marker_reconnect_fix + rust10_drop_fix + BuoyancyHotfix
2 Years Ago
Show the current spectated players team markers when BasePlayer.filterSpectateMapTeamID is -1
2 Years Ago
Possible fix for legacy furnace not dropping
2 Years Ago
Explosion post params/timings
2 Years Ago
Fix buoyancy code running way too often
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Orchid progress
2 Years Ago
added new masks & test animator (with individual layers & masks for each upper body part)
2 Years Ago
Fix viewpunch prediction errors when landing Merged Pull Request * Round down DGrid column/row sizes to get rid of 1 pixel gaps
2 Years Ago
player update, exported edited unarmed idle pose and edited rock and 2handed melee anim sets
2 Years Ago
Added optional vertical fade controls for quick wind attenuation (based on local space height)
2 Years Ago
Attempted to fix incorrect screen resolution when in editor
2 Years Ago
Fixed build errors on BRZone shader
2 Years Ago
Fixed shiny stuff and reduced Rust/Standard variants another 23%
2 Years Ago
Ensured objects are enabled by default with optional disable Optimised cache lookup Added danger checks to objects in cache
2 Years Ago
Fix tail/current seeking for files stored in VPK TTT: Fix Turkish translation file Added ENT:TranslateSchedule and ENT:OnStateChange for ai sents
2 Years Ago
Set default bind of "focus map" to `F` Move bind to different realm so it doesn't overwrite flashlight button
2 Years Ago
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2 Years Ago
Added ability to foldout main sections Adding pass will foldout passes section automatically RenderPass errors are now parsed and a popup dialog is presented Stopping preview cannot be done unless a pass preview is ongoing Processing parses is now handled by button