111,668 Commits over 3,928 Days - 1.18cph!
Fixed rare-ish infinite loop in SoundManager
Cherry picked blend layer fixes from prerelease
Touched std/blend layer shaders, just in case
Added some lights for debug to the dome
Updated military tunnels
Bag'O Fixes for caves
Changed caves lights to use Ambient Light LOD script
Network++
Fixed shader error when using biome layer in rust/std-blendlayer (RUST-1348, RUST-1349)
move serialized properties on SoundOcclusion outside of if CLIENT
Added Utility.Texture.DecompressNormals( tex )
Added Utility.Texture.SaveAsPng( tex ) (works on non readables)
Added Utility.Texture.CreateReadableCopy( tex )
Texture rows updated from defaults
Texture rows reset to default button
Texture rows download texture button
Added string.TruncateFilename( len )
Clicking texture filename finds it in explorer
Quick mp5 gunshots for helk
Bring FMOD crash prevention delay times up to old values
Added parent to entity info
Added find_parent command
Do budgeted sound updates via Update instead of a coroutine
Fixed error in entity find commands when group is null
merge from main/soundocclusion
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
tweaked the position of the muzzlebrake / silencer on some of the weapons
added AmbientLightLOD for vince
silencer hides tracers
silencer sound max distance is 40m (was 100m)
added mp5
LR300 now craftable
phrases/manifest
protocol++
Water vis trigger now re-uses terrain trigger collider if available, by default
Added water collision with functionality akin to terrain collision
Fixed possible NRE in entity find commands
cherrypicking damian art from last week
larger prevent_building in sewer_chimney_bottom
misc mat tweaks
Tunnels include their own prevent_building volume (safe_measure)
changed timber mine mats to use biome tinting
Changed prevent_building spheres at monuments for boxes (less way of interference with underground building allowed caves)
Picked multiple cherries from main
optimization pass
adding cave and bucket lift LODs
Added biome tinting to two-way blend shader (RUST-1342)