159,372 Commits over 4,566 Days - 1.45cph!
tattoo shader fixes
- fix player looking hella dead
- fix tattoos cappe at 65% opacity
also lowered brush max size again, 0.5-3
added seagull flock mesh, textures and material. created a seagull flock prefab
Hook missing cow and sheep eating variants, and sheep happy canter
merge from 3p_idle_throw_grenades_fix
Set up custom offset in alien costume
Prototyped added custom bone option in wearableholsteroffset override
Uses GetTransformSlow so we can use it with the bone retarget component
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Remove support for direct connections to the Rust+ websocket, not used anymore
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
merge from deepsea_unloading
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded)
Traveling back and forth was still unloading it
Remove unneeded CausedBy function
Fix 3p grenade throws swinging out to the side when standing still
- turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it
- added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim
- covers throwing your last grenade, where the entity is destroyed mid-throw
- dangle now only applies to genuinely empty hands, same as before the subsystem migration
Updating nailgun viewmodel rig with updated mesh
merge from ui_misc_optims
Update supported shaders list
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Fixed some store pages referencing assets from other packs, copy pasted leftovers
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims
Fixed a few that were out of sync
fix tattoos not showing on first-person legs
Tweaked foundation mortar color
switch head tattoos to uv0 with shader fix for more consistent resolutions
fix ReadOnly attributes
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Scrap king atlas b / foundation tweaks
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Rotation fix for cow and sheep jump down going forward
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client_controls -> pt_boat_rewrite (broken)
Fixed the server map image staying in VRAM after the connect modal
Now freed about a minute after the modal closes
Disable the graphic raycaster of a disabled ui window
Saves some overhead when navigating in the menu
turret_viewmodels -> pt_boat_turret_rewrite
merge from misc_logging_cleanup
Fix another leak on domain reload
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked
Saves 0.5ms in the inventory in editor
Updated Nailgun World Model, View Model and LODS to fix UV issues
Reimported Nailgun Textures
biofuel_generator_poolingfix_2 -> main
Dont cut off the stir sound
merge from teleportlos_fix
Fix teleportlos not working well in editor due to not using a realmed trace and hitting the LocalPlayer while moving
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Fix more pooling errors with biofuel generator
setup plague hazmat skin targets