110,878 Commits over 3,897 Days - 1.19cph!
Hide local player arms when mounting the ballista
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Added WASD controls to ballista
updated avatar settings on a few test anims
jungle ruins topologies for procmap testing, terrain blendmaps
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
Tweaks, inverted ballista up animator parameter
Tpose for fingers in avatar
Update: comments
- fixed spelling mistake
- added an explanation for invalidation of cached tick state
Tests: none, trivial change
Correct meta rotations in the avatar (maybe)
Added leg animator to the player model, only enabled when mounting the ballista
renamed idle breathe to match source
exported jog E and idle on v4 rig
added anims to player animator
Added better TAA sampling to reduce blurring
Removed ballista debug logs
Increased ballista mass
Dismount driver when flipping or reaching high velocities
Fixed some rotation issues
Fixed missing wheel NRE
Avatar fixes to prevent submerged animations
Collision pass on ruin walls. Fixes to prefab settings.
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
jungle_ruins_d level layout first iteration
prefab'd ruins sets for easier editing
replaced some pieces with cap less ones
re-merge from /indirect_instancing
cherrypicking
108904 (ai_wolf_iteration) Add bark and footstep audio to new jump anim
merge from arcticpack_itemstore_fixes
merge from ore_hotspot_position_fix
merge from simple_upgrade
merge from voiceprops_itemstore
merge from hackweek_car_radio
Ice shader: triplanar normal map correction
Disable some now-duplicate options in graphics options screen
Merge from presets_editor/quality/
Ice shader: fix culling/flickering when gpu instancing is enabled
Fixed a rotation calculation that was in world space instead of local space when assigning the initial node hotspot after the first hit
Should fix the node hotspot sometimes jumping to the other side of the node on the second hit
Fixed incorrect hit sfx on all ores and wood piles
added spine 3 to humanoid mapping in rustplayeravatar
- added convar + option to experimental settings for clouds, off by default, renders billboards if off
- initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance
- add cirrus clouds and configurations for them
- fix sun mesh not being occluded by clouds
- fix cloud display mesh sorting
- further configurable parameters
- clean up/organize code
renaming of unarmed anims to match maya source and new convention
Added asyncUpload settings to mandatory defaults
Set shadow cascade splits in mandatory defaults
Remove the massive lump of disabled code I forgot to delete