197,431 Commits over 4,110 Days - 2.00cph!
Updated train_track material to include tint mask inclusion keyword
Added optimized path to skip tint mask sampling when slot is unassigned; std and std decal shaders
Added industrial prop LODs
stone hut requires 4 pelts 213 stones 21 sticks
biome tinting for player buildings and objects test
Set texture properly when resettodefault
Import Version2 properly (for conversion)
Indicate old items
Detect changes, reload textures automatically
Changelog field
Export to folder (for preview)
Fixed rare-ish infinite loop in SoundManager
Cherry picked blend layer fixes from prerelease
Touched std/blend layer shaders, just in case
social point sfx added to anim
Added some lights for debug to the dome
Updated military tunnels
chat sounds added to anim
Social-Chat UnitSoundType, data
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
Merged with IDestroyEvent branch. Forgot to do this ages ago.
Quick mp5 gunshots for helk
Fixed infinate reloading bug
latest human data with social_ in anim names + some other stuff
re export to make sure all data is latest and links from sauce are correct
Bring FMOD crash prevention delay times up to old values
added social_ to the social anims to help sort them
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
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
Character now replicating full state to proxys and correctly on server. Some code duplication that could be improved. Proxy animations working, but with some jitter I need to check out.
added AmbientLightLOD for vince