136,581 Commits over 4,324 Days - 1.32cph!
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
merge from artistpack_storepage
Fixed artist pack sprays showing as a skin of the reactive target in the store page
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
merge from sks_skinviewer_fix (restore skin viewer settings)
Restore skin viewer settings
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shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
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merge from artist_pack_dlc - added square images to steam item for pack
resized artist pack images for steam and added to steam item
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merge from sks_skinviewer_fix
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Also fixed the jerry can guitar
Fixed acoustic guitar deploy model
Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Only play the cassette recorder attack anim when playing, not stopping
Swap record and play overrides in the hold type
Updated hold position of tuba, got zeroed out for some reason
Updated holdtype.xylophone
Updated mallet hand positions on xylophone
xylophone.deployed.static is now a prefab variant of the original
Remove some sockets from the static verison
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Right foot instrument IK controller now uses the rotation of the target transform (no animation)
Added a left foot IK target field, won't react to any instrument activity, just a static position
Prevent look rotation is zero errors from vines (in theory, no repro)
Added equivalent inspector support for MeshCull
deep sea signal computer flare launch sound and transmit sound tweaks
Show debug info about current LOD quality level and whether the LOD component is considered small
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
Better handle invalid physObj in queued collision events
Lets try making lights non networked
Make Pistol weapon use its draw empty animation when empty
Implement empty draw for Crossbow
Added "damage" keyvalue to `crossbow_bolt`
Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again
Minor cleanups
add CommandBufferManager.OnPreCommandBuffer hook
Adding back a PaintableReactiveTarget script that's just inheriting from ReactiveTarget and is otherwise empty, with the old GUID, so if some random build references that GUID it's valid (possibly the worst hack in all of Rust, thanks asset bundles)
Flying cannonballs don't smoke like an old diesel engine.
Gave them a air streak instead.
fixed crates/barrels respawning in deepsea dwellings
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
turret_head_anim_fix -> main
Setup correct content bundles for animations