Fixed the sunlight colour temperature again
/main/hdrp/
38114
Terrain spawned stones revamp
/main/hdrp/
38115
Coastal cliffs test scene
/main/hdrp/
38117
unfucking grass: part one of ?
/main/hdrp/
38120
Scene backup
/main/hdrp/
38121
Cliff test scene update
/main/hdrp/
38122
Moviemaker works 'properly' in live mode
/main/hdrp/
38124
updated scrap heli collision
/main/
38127
Updated terrain shader to get smooth transitions with cliff shader
Added terrain tangent basis SF
Added terrain normal sampler SF
Small tweak in Terrain Painting SF
Fixed small ASE bug
/main/hdrp/
38128
unfucking grass: part 2 of ? - temperate grass foliage spawn rules
/main/hdrp/
38129
Unsubscribe implementation, bit more error handling
/main/comp/
38133
Back/Skip buttons work
Space pause/play toggle
Apply keyframes when scrubbing
Update setting control value when playing
Fixed FOV not saving in keyframes
Hide red on screen error text in editor (we have a console)
/main/hdrp/
38136
Merge from main
/main/comp/
38140
Another stab at fixing terrain-cliff transitions
Fixed another small ASE bug
/main/hdrp/
38142
~fixed workshop textures made non-readable in 38143
/main/
38145
temperate rock clutter and ground flora spawn populations
/main/hdrp/
38146
Merge from Main ->Vehicles
/main/vehicles/
38147
scrap heli gibs, prefab update
/main/
38149
Merge from main
/main/misc_bugs/
38150
Merging misc bugs to main
/main/
38151
Minor map edit only
/main/vehicles/
38152
Merge from main
/main/instruments/
38153
Fixed being able to wield other items while playing a mountable instrument
/main/instruments/
38154
Fixed not being able to rapidly hit notes on hold compatible instruments, minimum note time is now used to fade out the note
/main/instruments/
38155
Hold instruments work better with key sequences
/main/instruments/
38156
This commit was hidden by Facepunch.
Merge from main
/main/il2cpp/
38161
Fixed missing controls in bundle
/main/hdrp/
38162
This commit was hidden by Facepunch.
Fix bad perf in moviemode
/main/hdrp/
38167
~skin approval
/main/
38171
Finished converting Compound.
/main/hdrp/
38174
Excavator sound updates
Mix tweaks
/main/
38175
Quick piano & drum sounds
/main/instruments/
38176
Allow customizing alarm messages
/main/comp/
38177
Merge from main
/main/hdrp/water/
38178
Post merge shader fixes
/main/hdrp/water/
38179
Reduced shadow quality = 2 overhead by 25%
Added new, higher shadow quality = 3
/main/
38180
Various scene & mat stuff.
Quick rad & cold post tweaks.
/main/hdrp/
38181
Revert fuel commit. Doing this in a simpler way.
/main/vehicles/
38182
Simpler fuel system changes. Slightly more code duplication than my earlier solution but simpler overall.
/main/vehicles/
38183
Modular vehicle chassis now using the new fuel system, spawning fuel tanks.
/main/vehicles/
38184
Fix unused var errors on client
/main/vehicles/
38188
Remove obsolete scenes from the build list that no longer exist
/main/vehicles/
38191
Merge from Main->Vehicles
/main/vehicles/
38192
Max value of gc.buffer is now 4096 instead of 2048
Added gc.debuglevel (0-2, default 1)
Log warning when doing emergency GC if debuglevel >= 1
Log message when doing routine GC if debuglevel >= 2
/main/
38194
picked tools
/main/optimizations/
38198
Copy first keyframe from second to avoid "nothing" at frame 0
Fixed lerp positions being crazy when scrubbing
/main/hdrp/
38199
Viewmodel ironsights, fire, reload anims work when spectating
/main/hdrp/
38200
Fixed crosshair lagging behind camera position (moved it to Client loop instead of Update())
/main/hdrp/
38202
Timeline saving
/main/hdrp/
38204
Removed a load of stuff from wires
/main/optimizations/wires/
38205
GameUI.gallery scene.
/main/hdrp/
38206
Keyframe loading
/main/hdrp/
38207
Re-applied underwater swim fixes
Re-applied optimized water system native path
/main/
38208
Setting lerping
/main/hdrp/
38210
sorting out shader.
/main/optimizations/wires/
38211
~ ParticleSystemIK velocity adjustment (this is very hacky)
/main/
38215
Unsaved.
/main/hdrp/ui_fixes/
38218
Shader additions
/main/optimizations/wires/
38219
Adding WIP trumpet model/mat/textures
/main/instruments/
38220
Prepwork
/main/hdrp/ui_fixes/
38221
Rename BaseModularCar to ModularCar
/main/vehicles/
38223
Test map edits
/main/vehicles/
38224
Allow mountables to be... not mountable. Since a modular vehicle chassis isn't mountable until it has seats.
/main/vehicles/
38225
Vehicle chassis collider fixes
/main/vehicles/
38226
Comment components were a little broken - they didn't always save the text entered. Deleted the custom editor, replaced with [TextArea] attribute.
/main/vehicles/
38227
Skin bundle update (crunch texture compression)
/main/
38228
Merge from main
/main/il2cpp/
38230
boreal forest spawn populations, new better terrain generation
/main/hdrp/
38234
Cleaning up old stuff, moving to new wire and shader
/main/optimizations/wires/
38241
material changes
/main/optimizations/wires/
38244
forest populations progress backup
/main/hdrp/
38250
Renamed and moved scripts. Using GameObjectRef and correct spawning.
/main/optimizations/wires/
38252
Merge from hdrp
/main/hdrp/water/
38258
Fixed spawning issues and editor scripts.
/main/optimizations/wires/
38259
Medium rock formations
/main/hdrp/
38260
Modular car fuel menu
/main/vehicles/
38261
Merge from Main->Vehicles
/main/vehicles/
38262
This commit was hidden by Facepunch.
Chassis fuel tank bugs fixed. Can now properly interact.
/main/vehicles/
38264
Initial code for modular entities, and vehicle modules in particular. Added module add/remove and mass + centre of mass adjustment methods.
/main/vehicles/
38266
Revert accidental manifest change
/main/vehicles/
38267
Cherry pick: Remove obsolete scenes from the build settings that no longer exist.
/main/
38268
~Cherry pick: Comment components were a little broken - they didn't always save the text entered. Deleted the custom editor, replaced with [TextArea] attribute.
/main/
38269
Fixed traps and horses clipping through bus stops
/main/
38272
Horse roadsign armour mesh/textures/materials
/main/HorseArmour/
38273
Added neck bone to ragdoll layer, removed head bone
/main/
38278
New tube mesh, shader
/main/optimizations/wires/
38281
Scaled down medium rock formations
/main/hdrp/
38286
Updated steamworks dlls
/main/
38287
Merge from main
/main/il2cpp/
38288
Fixed shadergui inspector error on detail layer
/main/
38289
Call Rust.Application.Quit instead of Application.Quit after benchmark
/main/
38290
shader / material
/main/optimizations/wires/
38292
Removed custom texture2darray inspector
/main/hdrp/
38296
baseline autoturret adjustments
/main/autoturret_2/
38297
updated trumpet model/textures
/main/instruments/
38298
Cherry picking 38291
/main/il2cpp/
38299
Cherry picked 38296
/main/hdrp/water/
38301
shader tweaks
/main/optimizations/wires/
38302
IO entity to detect when your stuff is attacked
/main/comp/
38304
Updated ASE to latest
Fixed SRP batcher shader support
/main/hdrp/water/
38305
wires are now pretty much identical to the originals
/main/optimizations/wires/
38306
progress
/main/autoturret_2/
38307
CraggyIsland clean up
Fixed respawning in the ocean on CraggyIsland because it's driving me crazy
/main/
38308
Various
/main/hdrp/ui_fixes/
38309
Fixaroos
/main/hdrp/ui_fixes/
38310
Base car module entity prefab, plus other vehicle edits and fixes
/main/vehicles/
38311
Merge Main -> Vehicles
/main/vehicles/
38312
Vehicle module entity work
/main/vehicles/
38313
Invscreen WIP
/main/hdrp/ui_fixes/
38314
Created entities for all vehicle modules, and set up models and colliders for them. Client colliders are (usually) a single mesh; server colliders are a convex mesh where possible or else are compound primitive colliders.
/main/vehicles/
38315
Module entities have seats and steering wheels
/main/vehicles/
38316
Add module entities to the map
/main/vehicles/
38318
Fix for the excavator monument topology mask letting cliff to spawn within
/main/hdrp/
38319
backup Tundra and Arid forest populations progress
/main/hdrp/
38320
Attempt to fix triangle floors collision gap
/main/hdrp/
38321
cherrypicking #38319
/main/save183/
38322
cherrypicking #38321
/main/
38323
Reapplied some prevent movement blockers on excavator monument
excavator scene2prefab
/main/save183/
38324
Enabled world transfer by default
/main/save183/
38325
Merge from main
/main/save183/
38327
Checksum adjustments
/main/save183/
38328
Fixed compount sometimes spawning underwater (edge case)
/main/save183/
38330
Removed BitUtility.Float2Short workaround
/main/save183/
38331
Merge from main
/main/il2cpp/
38333
Merge from world_serialization_2
/main/save183/
38334
~ LoadMapFile test scene
/main/
38336
Updated how benchmark results are reported
Fixed proceduralmap error when loading map
/main/
38339
texture coords on wires
/main/optimizations/wires/
38346
Renamed editor classes, fixed bug that caused duplicate wires to be produced.
/main/optimizations/wires/
38347
drop value tweak
/main/optimizations/wires/
38350
merge from main
/main/optimizations/
38351
Include system info with benchmark data
/main/
38352
merge
/main/optimizations/wires/
38355
Network++
Save++
/main/save183/
38356
Merge from main
/main/il2cpp/
38358
Benchmark use native screen resolution
/main/
38360
For cherrypicking
/main/hdrp/ui_fixes/
38361
Cherrypicked hdrp/ui_fixes
/main/ui_fixes2/
38362
Removed unity2019.1 upload files (unused)
/main/il2cpp/
38365
Benchmark record GC collects
Fix incorrect milliseconds recording
/main/
38367
Spit an error if Manifest is null when ending benchmark
/main/
38368
Fixed NRE in demo playback
/main/
38369
Damage detector is now seismic detector, outputs more electricity the bigger the vibrations
Added potentiometer electric component
/main/comp/
38372
This commit was hidden by Facepunch.
Merge from main
/main/il2cpp/
38374
Milder bandit town fog.
Tuna light shadows using more forgiving settings, less prone to bugging out on certain assets.
Bandit town lamp post prefabs have a milder glow. Tweaked falloff on their distance flares.
Bandit town S2P.
/main/
38375
Fixed some assets that were creating useless mats on fresh lib.
/main/
38376
Log error if manifest download fails
/main/
38377
TLS fixes (possibly)
/main/
38378
Fixed exception in LocalizeText
/main/
38379
No vsync/frame rate limits when benchmarking
/main/
38380
skin approval
/main/
38383
Swap vibration levels around so it's more useful, reduce radius
/main/comp/
38384
Manifest update for vehicle module entities
/main/vehicles/
38385
Widget test WIP
/main/ui_fixes2/
38386
Merge from main
/main/il2cpp/
38387
Merge from il2cpp
/main/
38388
~ Jenkins and Steamworks files
/main/
38389
Switch WebUtil.Get to use UnityWebRequest (test)
/main/
38390
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
WebUtil custom certificateHandler
/main/
38400
Benchmark overlay
/main/
38404
~ Subtracting 38399
/main/
38405
EAC SDK update
/main/
38406
This commit was hidden by Facepunch.
Scaled down the coastal cliffs
Increased triplanar tiling on coastal cliffs
/main/hdrp/
38409
procedural cliffs v3 backup
/main/hdrp/
38410
Hide easter shit in demos
Hide team shit in demos
Benchmark text tweaks
Use In EyeView for first person when playing demo (we handle this properly on hdrp branch, so this will be thrown away)
Submit benchmark results with WebUtil
/main/
38413
Converting PositionLerp to a class that's pooled.
/main/optimizations/PositionLerp/
38415
Eyeview when spectating fix
/main/
38420
Updated monument prefabs that contained wires
/main/optimizations/wires/
38421
Merge wires.
/main/optimizations/
38422
merge from main
/main/optimizations/
38424
merge from optimisations.
/main/
38426
Wait for benchmark result upload before exiting
/main/
38428
Fixed build error
/main/
38430
~Fixed BenchmarkInfo text update rate
/main/
38431
merge from main
/main/scraptransportheli/
38437
HUD assets & scene
/main/ui_fixes2/
38439
Send an immediate update to clients whenever the team changes
/main/comp/
38440
merge from optimisations
/main/
38442
Improvements to non instanced material tool.
/main/optimizations/
38443
merge from main
/main/optimizations/
38444
Subtracting 38426, 38430, 38442 (All optimisation merges until we get a proper baseline)
/main/
38445
Overengineered vitals WIP
/main/ui_fixes2/
38446
merge into main
/main/
38449
Fixed PositionLerp bug
/main/optimizations/
38450
protocol++ again
/main/scraptransportheli/
38451
Backup
/main/ui_fixes2/
38452
Use the generic IOEntity fields for potentiometer save/load instead
/main/comp/
38453
Unsaved
/main/ui_fixes2/
38455
Added decay detector
/main/comp/
38456
Merge from main
/main/comp/
38457
Don't allow 0 resistance potentiometer
/main/comp/
38458
Set the on flag when the potentiometer is allowing electricity to pass through
/main/comp/
38459
Fix client build
/main/comp/
38460
Fix for IL2CPP hang on exit
/main/
38461
disabled branchAmount debug logging
/main/
38462
Disabled tex streaming on generic building texturea
/main/
38463
Disabled reflection probes on transparent renderers not using them (skips SamplePerObjectReflectionProbes)
Modified pole wire renderer and shader to skip refl and spec
/main/
38464
Enabled deferred reflections to trade off a bit of GPU for CPU perf (skips SamplePerObjectReflectionProbes) (testing)
/main/
38465
Add support for notifications directly to players (and teams)
/main/comp/
38466
Added viable content/props+workshop and prefab/clothes textures to streaming pool
/main/
38467
Added more textures to streaming pool /Rust.Ai and /Unimplemented
/main/
38468
Fixed reflection probe issues affecting core/skin, core/hair and core/generic shaders after latest optimization
/main/
38469
Subtracted 28469, 38465
/main/
38470
Testing mip streaming budgets
/main/
38471
Merge from Main->Vehicles
/main/vehicles/
38472
Weapon attachment type icons.
Scene.
/main/ui_fixes2/
38473
Placeholder-ish icons for vehicle module items
/main/vehicles/
38474
Call CleanupBonus in DestroyShared for OreResourceEntity, so that the hotspot visual gets cleaned up properly when ent killed.
/main/ad_bugs/
38475
ItemModConsume now takes pending health into account when checking < health requirement.
/main/ad_bugs/
38476
Coastal cliff test scene backup
/main/hdrp/
38478
Cherrypicking 38475 (Call CleanupBonus in DestroyShared for OreResourceEntity, so that the hotspot visual gets cleaned up properly when ent killed)
/main/
38484
procedural cliffs v3 backup
/main/hdrp/
38486
cherrpicking #38476 (ItemModConsume now takes pending health into account when checking < health requirement.)
/main/
38487
can now repair scrap transport
fixed mounting positions for pilot/copilot
copilot able to use weapons
fixed weird noclip/parenting issues
added servergibs for scrap transport
/main/
38490
Small rock formations
/main/hdrp/
38493
Player map position updates correctly when injured.
Focus the map on the player position when they're injured and unable to interact with the map.
/main/ad_bugs/injured_map_fixes/
38498
Subtracting.
/main/
38499
minicopter - removed tail mesh from main body
/main/
38500
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
missing files
/main/
38505
Set fog/smoke overlay to ignore parent canvas group so that disabling the hud doesn't let you see through smoke.
/main/smoke_overlay_hud_fix/
38506
merge from injured_map_fixes
/main/
38507
PositionLerp fix. Also cleaning up EntityRealm in OnClientDisconnected.
/main/
38508
merge from 38506 (Set fog/smoke overlay to ignore parent canvas group so that disabling the hud doesn't let you see through smoke.)
/main/
38509
Icon meta extras
/main/vehicles/
38511
Terrain instancing support test.
/main/Terrain instancing/
38514
Vehicle module item test
/main/vehicles/
38515
Backup
/main/ui_fixes2/
38516
More
/main/ui_fixes2/
38517
Module management, script changes on modules
/main/vehicles/
38518
Merge from Main->Vehicles
/main/vehicles/
38519
Change test vehicle to a prefab variant
/main/vehicles/
38520
Refined/layered vitals.
/main/ui_fixes2/
38521
procedural cliffs v3 backup
/main/hdrp/
38523
cliff meta settings
/main/hdrp/
38524
Fixed Process.Start IL2CPP crashes (replaced with Application.OpenURL and CreateProcess)
/main/
38527
Adjusted overbright swamp atmosphere volumes during night time
/main/
38531
Merge transform.SetPositionAndRotation changes.
/main/
38532
Updated prefab list
/main/
38534
Powerlines
/main/Powerlines/
38538
Material
/main/Powerlines/
38541
wip
/main/ignitable/
38542
~ IL2CPP server Steam upload files
/release/
38544
procedural cliffs v3 backup
/main/hdrp/
38547
merge from main
/main/IOentity_connections/
38550
merge from IOentity_connections
/main/
38554
Ignite/extinguish basics and rates, flags.
Added temp interaction menu options to ignite and extinguish to make it easier to test.
/main/ignitable/
38557
updated pole prefabs
/main/Powerlines/
38562
Monument rebuilds
/main/Powerlines/
38563
merging powerwires
/main/
38565
This commit was hidden by Facepunch.
Enabled instancing on a load of materials + tools
/main/
38569
~compile fix
/main/
38570
Large rock formation test
/main/hdrp/
38571
helicopter improvements
/main/
38572
Basic framework for engine, seating, and storage vehicle modules.
/main/vehicles/
38574
Just moving module scripts into their own folder
/main/vehicles/
38576
Defined mount points and storage on modules, plus refactored a bit to a better module class system
/main/vehicles/
38577
tweaked trumpet textures
adding WIP bass model/ textures/mat
/main/instruments/
38578
Modules sort of actually working. Flatbed module spawns storage. Can't sit in seats yet. More refactoring + manifest rebuild.
/main/vehicles/
38579
Backup
/main/ui_fixes2/
38580
Seat modules now adding mount points to the base vehicle. Still can't sit, need to add the rest.
/main/vehicles/
38581
Harbor2 and Launch Site electric wires work backup
/main/
38585
Merge from Main -> Vehicles again
/main/vehicles/
38586
Added TriggerParent scripts to the two flatbed modules (same as ScrapTransportHelicopter's)
/main/vehicles/
38588
Oops, fix missing IsTrigger flag
/main/vehicles/
38589
Added terrain.instancing convar. Instancing is set in TerrainQuality.
/main/Terrain instancing/
38602
Merge terrain instancing.
/main/
38604
Mil. Tunnel electric wires work backup
/main/
38606
Reapplying 38554, 38565, 38567, 38568, 38570, 38585, 38606
/main/wires_and_powerlines/
38609
Enabled full IL2CPP optimizations on Mac client build again
/main/
38611
wip merging splashable, ignitable, burning stuff into one system. Moved splashable to BaseCombatEntity.
/main/ignitable/
38617
MT, Oilrigs, Powerplant, Sewerbranch, Trainyard, WTP electric wires work backup
/main/wires_and_powerlines/
38618
Debug camera improvements:
- R reset camera
- Q/E move vertically
- Z/Y/C and +/- control zoom
- Arrow keys control roll
- Disabled inventory and crafting menus when in debug camera
- Added debugcamera_save and debugcamera_load console commands
/main/
38620
Subtracting 38611 (still causes super slow builds for some reason, even with enough RAM)
/main/
38623
Subtracting terrain instancing. Not worth it, breaks for some people. Will possibly re add it defaulted to off at a later date.
/main/
38628
Bail in DynamicMouseCursor LateUpdate() if cursor isn't visible.
/main/
38630
This commit was hidden by Facepunch.
missing material
/main/
38632
helicopter fuel distance bugfixes
helicopter damage effects
code refactor for PlayerOpenLoot
/main/
38633
Mount/dismount points set for chassis types
/main/vehicles/
38634
Temp interaction solution for mounting without having to point down at the chassis base. Will solve this properly later. +class rename
/main/vehicles/
38635
Additional dismount points on chassis
/main/vehicles/
38636
Max velocity calculation, working on engine system, new custom inspector for StandardVehicleModule
/main/vehicles/
38637
Really basic driving inputs working for throttle, steering, brakes. Engine modules providing wheel torque.
/main/vehicles/
38638
Refined mockup guide.
Scene backup.
/main/ui_fixes2/
38639
some powerplant wire edits
/main/wires_and_powerlines/
38640
scene2prefab monuments
/main/wires_and_powerlines/
38641
Palm trees helicopter fix
/main/
38642
Removed changes to IsDynamic on the LOD component of wires
Adjust cull distance on wires to be 40 + wire length to account for really long wires
/main/wires_and_powerlines/
38643
Door knocker no longer prevents explosives damaging doors
/main/
38654
Fixed vertex back-lighting on LitSmokeEmissiveFlame
/main/
38655
Added graphics.vsync convar. Added toggle to graphics settings menu. Can set the convar to 0/1/2 etc, each one halving the limit rate further.
/main/vsync/
38671
This commit was hidden by Facepunch.
merge from vsync
/main/
38673
Proper fix for LitSmokeEmissiveFlame
/main/
38675
scrap heli repair now only costs metal fragments
/main/
38676
Fixed erratic map scrolling behaviour when using the left mouse button to drag before using the right mouse button.
/main/mapscrollfix/
38677
Double checked and fixed all other lit particle shaders
/main/
38678
Fixed motion over-blurring issues on Rust/Standard+Wind and other shaders using generic wind
Added foliage support for motion vectors; fix for streaking and overblurring issues with TSSAA and MB (testing perf)
/main/
38679
Backup
/main/ui_fixes2/
38680
Merge from Main -> Vehicles
/main/vehicles/
38681
Auto-focus the console text input field when switching to the console tab or re-opening the console.
/main/console_focus/
38683
More
/main/ui_fixes2/
38684
Change modular car wheel colliders to all be a shared nested prefab, for easier editing
/main/vehicles/
38685
Fix realmed remove on all vehicle modules being the wrong way around 🤦
/main/vehicles/
38686
Show output line connections as a debug line if the object isn't selected
/main/wires_and_powerlines/
38687
Unsaved
/main/ui_fixes2/
38689
Unsaved
/main/wires_and_powerlines/
38690
Fixed Rust/Standard+Wind not reacting to windzones + other smaller issues
/main/
38691
Merge from main
/main/instruments/
38692
Fixed mismatched profiler sample in player movement FrameUpdate causing errors when mounting vehicles in editor
/main/
38693
Backup
/main/ui_fixes2/
38694
~skin approval
/main/
38695
Hooked up new piano notes and drum notes
Fixed multiple static instruments receiving input from the same player at the same time
/main/instruments/
38696
Minor test map edit
/main/vehicles/
38697
Add wheel smoke script to the modular car script, no more endless dirt and water FX.
/main/vehicles/
38699
Lower tesselation level on wires based on quality level convar
Don't tesselate lines that don't have any slack (player made)
/main/wires_and_powerlines/
38700
Trying out a client input path for instruments
/main/instruments/
38701
Better default keys layout
Consolidate sheet logic
Cleanup logs
/main/instruments/
38702
This commit was hidden by Facepunch.
cherrypicking 38677 38683
/main/
38705
Clamp health + pending health check so item effects work correctly at full health with pending health.
/main/pending_health_fix/
38714
merge from pending_health_fix
/main/
38717
updated trumpet and bass textures/models
/main/instruments/
38722
Added console cmds for viewing/setting screen resolution, fullscreen mode in-game. Added vsync, fullscreen and resolution options to a new "Screen" options panel. (wip)
/main/screen_settings/
38723
Reversed the order resolutions appear in the selector so the left/right arrows make sense
/main/screen_settings/
38725
Removed a few unused textures
/main/
38728
HAB inflation collider is disabled when rigidbody is asleep
increased HAB nobuild zone to encompass inflated balloon
/main/
38729
autoturrets are now undrainable
autoturrets now require electricity ( 10 )
auoturret has output for having a target
autoturret has output for low ammo
autoturret has output for no ammo
protocol++
/main/
38730
merge from main
/main/FuelGenerator/
38731
merge into main
/main/
38732
Backup
/main/ui_fixes2/
38733
Another
/main/ui_fixes2/
38734
Impostor rendering parity w/ hdrp (perf testing)
/main/
38735
Deleted some unused shaders and models
/main/
38736
ScrapTransportHelicopter parenting volume tweaks
Tweaked some ScrapTransportHelicopter prevent movement volumes
/main/
38737
Players are now killed if they touch underneath transport helicopter body (helicopters are heavy)
/main/
38738
Hitching post and trough can now be placed on construction
/main/
38739
Adam's fog fix.
Fixed a sprite that broke on a clean lib.
/main/ui_fixes2/
38740
Moved some scripts into more sensible locations
/main/instruments/
38742
Allow module sub-components to save/load network data. Storage component syncs UID. Deleted temp_test_vehicle.
/main/vehicles/
38744
Flute instrument setup with placeholder sounds. Added support for instruments that only allow one note at a time
/main/instruments/
38745
Fix some issues with the flatbed storage entity. Remove InteractionAreaBox hack, working on a proper fix.
/main/vehicles/
38746
Fixed storage container bounds bug
/main/vehicles/
38747
Updated cowbell with new key controller
/main/instruments/
38748
This commit was hidden by Facepunch.
Bass item setup (no sfx yet)
/main/instruments/
38750
Tambourine setup (placeholder sfx)
/main/instruments/
38751
WIP ability to add markers to map
/main/map_improvements/
38752
merge from main
/main/screen_settings/
38753
prefab change, adding apply button UI to screen section
/main/screen_settings/
38754
Added a base class to option tweak classes.
wip Apply changes system and button.
/main/screen_settings/
38756
Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
/main/vehicles/
38757
Testing out caching components that rely on network event broadcasts
/main/Broadcast component caching/
38758
Better caching method
/main/Broadcast component caching/
38759
turret bugfix
/main/
38760
Hitch and trough ground watch fix
/main/
38761
merge from main
/main/tesla_coil/
38763
This commit was hidden by Facepunch.
Scrap transport heli sounds
/main/
38765
Adjust brackets only
/main/vehicles/
38769
horse leading
/main/
38771
horses are now much more responsive and frame budgeted
/main/
38772
transport heli fuel gauges fixes
transport heli uses 2x as much fuel
transport heli server gibs give much less resources and only metal frags
reduced horse health
/main/
38773
Started removing some duplicate code across all the TweakUI components.
Added spacer between screen settings and apply button.
Dropdown and toggle tweak UI components now support immediate change or apply changes.
Screen settings apply button now works.
Non applied changes are reset.
/main/screen_settings/
38774
Refactored and removed more duplicate code from across all TweakUI components
/main/screen_settings/
38775
More map co-ordinate tweaks (still pretty busted)
Store death position
/main/map_improvements/
38776
Properly solved mounting seats via sub-module; no more InteractionAreaBox hack
/main/vehicles/
38777
Store notes on server
/main/map_improvements/
38778
Save and load markers
/main/map_improvements/
38779
Show team leader markers
/main/map_improvements/
38780
WIP marker display on compass
/main/map_improvements/
38781
some cleanup
/main/screen_settings/
38785
Cargoship exploit fix
/main/
38787
Dirty/clean for apply button. Toggle button interaction.
/main/screen_settings/
38789
This commit was hidden by Facepunch.
Client def'd some stuff. Grab the full list of resolutions.
/main/screen_settings/
38795
merge from main
/main/screen_settings/
38796
2019.2 compile, package fixes
/main/hdrp/2019.2/
38801
Update CurrentVersion
/main/hdrp/2019.2/
38804
Merge from main
/main/wires_and_powerlines/
38806
Fixed profiler mismatches in BaseRidableAnimal.ObstacleDistanceCheck
/main/
38808
Use 6.9.1 packages
/main/hdrp/2019.2/
38809
ColorTint subgraph complaining because output name had a hyphen
/main/hdrp/2019.2/
38810
Use the resolution and windowed mode setting of the Unity screen selector window if started with the -show-screen-selector flag.
/main/screen_settings/
38811
Detect the resolution used from the unity launcher and update the convar/UI with it.
/main/screen_settings/
38812
SoundFollowCollider optimization.
/main/SoundFollowCollider/
38815
some more cleanup
/main/screen_settings/
38817
Regen TerrainASE
/main/hdrp/2019.2/
38819
Slight tidy up
/main/SoundFollowCollider/
38822
merge from screen_settings
/main/
38824
Excavator Scene2Prefab
/main/wires_and_powerlines/
38825
Network++
Save++
/main/wires_and_powerlines/
38827
Regen remaining ASE shaders
/main/hdrp/2019.2/
38829
fixed helicopter debris temperature
/main/
38832
This commit was hidden by Facepunch.
horse animation and random circle fixes
/main/
38834
Merge from hdrp/water
/main/hdrp/2019.2/
38835
Terrain carving
Added Terrain Alpha Vertex Sampler SF
/main/hdrp/2019.2/
38836
Merge from main/hdrp/2019.2
/main/hdrp/
38837
Disabled alpha cutout
/main/hdrp/
38838
Testing terrain carving via vertex culling instead of per-pixel clip
/main/
38839
Fixed error in foliage-billboard
/main/
38840
Revert/disable water body until shader is ready
/main/hdrp/
38841
Applied all feedback tweaks.
Putting the more radical changes on a branch to get the no-brainer ones in sooner.
/main/ui_fixes2/ui_radical/
38842
mfm
/main/ui_fixes2/
38843
Merge from main
/main/instruments/
38844
Player model IK support, assign an IK target per note and move hands to appropriate location
/main/instruments/
38845
Cleanup logic to potentially support more notes
/main/instruments/
38846
Fixed some keybinding issues, fixed dedicated sharp keys not doing anything
/main/instruments/
38847
Cleaned up duplicate piano and drum kit sound definitions
/main/instruments/
38848
IK pass on drum kit
Show all ik points as gizmos
/main/instruments/
38849
Don't run IK update on server
IK should match up over network
Support for non-standard IK transform space (for held items)
/main/instruments/
38850
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
/main/vehicles/
38851
Add brake inputs, refactor throttle input
/main/vehicles/
38852
Unsaved
/main/instruments/
38854
Deleting x86 versions of libRustNative, libRenderer
/main/hdrp/
38855
Disabled tonemapping
/main/hdrp/
38856
Added "MinWorldSize" and "MinDistance" to MonumentInfo so it can be specified per monument
Added large monuments back to small maps (launch site and excavator still require at least 3500 world size)
/main/wires_and_powerlines/
38862
Missing file
/main/wires_and_powerlines/
38863
Merge from main
/main/wires_and_powerlines/
38864
Removed Vulkan graphics API from Windows asset bundles
/main/
38865
merge from wires_and_powerlines
/main/
38869
~ Fixed compile error in IOEntity.OnDrawGizmos
/main/
38871
Fixed compile error in BaseRidableAnimal (framebudgetms was ClientVar instead of ServerVar)
/main/
38872
~Regen foliageASE and foliageBillboardASE
/main/hdrp/
38875
Small change to flag rotation calculation.
/main/
38876
Updated all foliage materials
/main/hdrp/
38878
merge from main
/main/Broadcast component caching/
38880
Subtracted vertex-based terrain carving; not enough tessellation
/main/
38882
Switched terrainASE to new HD/Lit ASE template and removed vertex based carving due to low terrain tess
/main/hdrp/
38883
~Fixed some pow-related warnings again (lost in merge)
/main/hdrp/
38886
Vitals don't use animators, cleaned up
/main/
38887
Fixes for icons in previous commit
/main/
38888
Fixed upkeep display
Fixed loading screen button being 1 pixel smaller than the bar next to it
Pick up notices hang around for a second longer
/main/
38889
Automatically auth player deploying tool cupboard
/main/
38890
player drum & piano poses
/main/instruments/
38891
Read-only all RustPlayer models and PlayerModel
/main/
38892
fixed IK positions due to bone scaling
40mm buckshot does more damage
updated transport helicopter pilot seat
fixed all transport helicopter gauges
rocket launcher is cheaper and T2
HV rockets are cheaper, move faster, and are more accurate, T2
/main/
38893
HV rockets/sam sites use new damage type dealing extra damage to air vehicles
/main/
38894
F1 grenades are more predictable and less bouncy
F1 grenade fuse time shortened from 3.5 to 3 seconds
F1 grenades do more damage to autoturrets
/main/
38895
Conservative baseline
/main/ui_fixes2/
38896
This commit was hidden by Facepunch.
added fuel generator
autoturret not accessable without building auth
updated battery artwork
F1 grenades more lethal
/main/fuelgen_merge_issue/
38898
merge into main
/main/
38899
Adjust wheel collider setup
/main/vehicles/
38900
Wheel physics work + refactoring/cleanup
/main/vehicles/
38902
ClientUpdateMounted NRE fix
/main/
38903
Fix old infinite HasDriver loop in BaseVehicle
/main/vehicles/
38905
Show true drive wheel RPM on the client
/main/vehicles/
38906
Merge from main
/main/instruments/
38907
Fix some issues with init order
/main/vehicles/
38908
Mountables can now apply an animation override while in use
Mountables can now override their spine look at weight when using a non-default animator override (see GetSpineLookAtWeight)
Hooked up new drum kit and piano sitting animations via overrides
/main/instruments/
38909
Fix drive wheel visuals bug on the client when there was no driver. Moving a couple of things.
/main/vehicles/
38910
Mountables can now optionally suppress the hand animation layer
Hand rotation IK is now checked and assigned separately from position (so IK can affect position and not rotation)
/main/instruments/
38911
Client/Server compile fixes
/main/instruments/
38912
meta files that changed just due to a full reimport (serialized version increased)
/main/
38913
2019.3 retry
/main/hdrp/2019.3.b1/
38914
Vitals colour tweaks
/main/
38915
Fixed titles in pie menu getting cut off
/main/
38916
Deleting unused folder
/main/
38920
ServerInfo uses HttpImage to load header image
Re-query a few times if we didn't get server rules
/main/
38922
Fixed possible exception when retrieving item market prices
/main/
38923
Fixed steam inventory refreshing overlay not closing after opening bag
/main/
38924
Settings update
/main/hdrp/2019.3.b1/
38926
updated version to 2019.3.b1
/main/hdrp/
38927
Vitals layout optimization
/main/
38931
Hide TopBunnies properly if it's not easter event
/main/
38935
Server compile fix
/main/
38938
Fixed NRE in CraftingNotice
/main/
38939
This commit was hidden by Facepunch.
F1 grenades less lethal towards turrets
added preventBuilding to fuel generator
/main/
38945
pressure pads can be hidden under rugs
pressure pads produce a small amount of power for a split second when activated if unpowered
/main/
38949
~skin approval
/main/
38957
This commit was hidden by Facepunch.
Adjust module weights
/main/vehicles/
38963
Adjust COM
/main/vehicles/
38966
Piano model
/main/instruments/
38967
Merge from main
/main/instruments/
38968
Line endings only
/main/vehicles/
38969
Fix client/server define
/main/vehicles/
38970
Improved NPC heli flight sounds
Add doppler support
New scrap heli and minicopter damage sounds
/main/helicoptersounds/
38971
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
/main/vehicles/
38972
Enable doppler on player driven helis
Cleanup
/main/helicoptersounds/
38973
merge from main/helicoptersounds
/main/
38975
First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes
/main/model-opt/
38977
Hooked up piano model
Fixed IK hand target gizmos not appearing
/main/instruments/
38978
Remove vehicle settings that are currently unused
/main/vehicles/
38980
Merge from main
/main/map_improvements/
38981
True support for multiple drivers at once. Multi-driver drifting?
Inputs are combined in a way where they won't cancel each other out.
/main/vehicles/
38983
Map points of interest are colour coded
Compass notches are colour coded with map notches
Populate max 6 markers on the compass
/main/map_improvements/
38984
Minor cleanup only
/main/vehicles/
38985
Remove map notes by right clicking them
RPC cleanup/formatting
/main/map_improvements/
38986
Fixed floating generator
/main/
38987
Fuel generator can be bought from Outpost
/main/
38988
Slightly improved SAM site visibility from a distance
/main/
38990
Better tooltip on death marker
/main/map_improvements/
38991
~ TriggerHurtNotChild also checks mounts, not only parenting
Scrap Transport Helicopter damage trigger uses TriggerHurtNotChild instead of TriggerHurt
/main/
38992
Added Hapis Lake prefab for map makers
/main/
38994
Fixed passengers sometimes receiving fall damage in scrap transport helicopter
/main/
38995
Fixed large battery gibs errors
Large battery can now be rotated
/main/
38996
Fixed cave roots r/w; uses batching
/main/model-opt/
39005
Player preview fix
/main/hdrp/
39007
Sound import settings possibly causing a few small hitches
/main/sound import settings/
39011
merge sound import settings
/main/
39017
Fixed r/w on a couple of collider primitives
/main/model-opt/
39019
Fixed some missed collider connections in release scenes and prefabs
/main/model-opt/
39025
Changed StagedResourceBreakEffect to use collider mesh instead of renderer mesh
/main/model-opt/
39026
Deleted some unused metas
/main/model-opt/
39028
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Fixed some metas and import settings
/main/model-opt/
39031
Merge from mesh-opt
/main/
39032
Fixed compile error
/main/
39035
Fuel generator workbench lvl 2
Fuel generator crafting cost balance
Fuel generator vending order balance
/main/
39038
Fixed bad overrides on the big casino wheel
/main/hdrp/
39039
Lantern fix
/main/hdrp/
39040
Bandit town WIP
/main/hdrp/
39041
Modified gib code to also allow linking collider/physics meshes directly, to avoid having R/W on gib visual meshes
Updated scrap transport helicopter gibs to use direct physics mesh path
/main/
39042
Fixed model-opt related errors on Hapis Island
/main/
39043
Scene backup.
Temp 10K lux profile.
/main/hdrp/
39044
Fixed gibs for patrol_heli, scrap_heli, choc_egg, water_purifier
Fixed missing reference in heli_cockpit
/main/
39045
Read-only on weapons and weaponMods (testing)
/main/
39046
Latest terrain generation changes, terrain now uses 4k control maps
/main/hdrp/
39047
Combine time into server info
/main/comp/
39048
Fixed awning colliders on Hapis
Fixed water_wells invisible on Hapis
/main/
39049
Proper fix for water wells
Fixed pipe_e r/w batching errors
/main/
39050
Removed texture streaming menu toggle and convar
/main/
39051
Autoturret requires empty inv to be picked up
/main/
39052
Refactoring things, added commands to find buildings and controllers, notifying still WIP
/main/comp/
39053
merge from main
/main/screen_settings/
39054
Merge from main
/main/map_improvements/
39055
Merge from main
/main/instruments/
39056
Refactoring key controller to be a child entity, removes need for duplicated RPC's on InstrumentTool and StaticInstrument
/main/instruments/
39057
Hooked up bass guitar material
/main/instruments/
39059
Added tool to find collision models being used for shadow
Renamed find models not using batching tool
/main/
39061
Subtracted 39026 and set ore_node_stages to R/W (fixes derpy resource break effect)
/main/
39062
Fixed missing normal/tangents in powerplant's collapsed models
Optimized some powerplant meshes + scene2prefab
/main/
39063
Update Hapis scene (required by 39063)
/main/
39064
More driving physics experimentation
/main/vehicles/DrivePhysicsExperiment/DrivePhysicsExperiment/
39066
More driving physics experimentation
/main/vehicles/DrivingPhysicsExperiment/
39068
Better player getter on static instrument
/main/instruments/
39069
Reverted project gaea scene terrain back to 2k control maps, too many bugs
/main/hdrp/
39072
re-added arid forests
removed v3_arctic_forest_snow, obsolete now that snow cover is even
/main/hdrp/
39073
Fix for scrap transport heli gibs client errors
/main/
39077
Fix validation for building info
/main/comp/
39078
Testing proper fix for gib errors
/main/
39079
Arid clutter and arid rock formation prefabs
/main/hdrp/
39080
Fixed collider errors on Hapis
/main/
39081
Testing fix for sign painting errors
/main/
39082
Fix for server gib NRE kicking us out
Protocol++
/main/
39083
merge from main
/main/screen_settings/
39088
Replace IO ControllerInfo with Controllers command
/main/comp/
39091
Monument proxy test
/main/MonumentProxy/
39095
Fix attack heli sounds not stopping on death
/main/
39096
Fixed inside terrain antihack false positive at cave_small_hard
/main/
39097
Fixed large battery colliders being removed from the server
/main/
39098
Fix synced sounds not recycling properly
/main/
39099
Can now split a third of an item stack off by holding shift when middle mouse dragging.
/main/item_splitting/
39100
Toned down Hdrp.High settings a wee bit; some of these settings will have to be VeryHigh
/main/hdrp/
39102
Disabled ASE custom shader inspector until 2019.3 update patch
/main/hdrp/
39103
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Merge from Main -> Vehicles
/main/vehicles/
39107
Nuke controller subscriptions, merged into building subscriptions
/main/comp/
39108
WIP sleeping bags on map
Don't process RMB clicks if player drags on map
/main/map_improvements/
39110
Hapis mat fixes
/main/
39114
Manifest rebuild
/main/vehicles/DrivingPhysicsExperiment/
39117
Merge new driving physics to Vehicles
/main/vehicles/
39118
This commit was hidden by Facepunch.
~ Removed Linux client from Steam upload files
/release/
39122
This commit was hidden by Facepunch.
Can now right-click the item split bar and type an exact split amount.
/main/item_splitting/
39127
Can now middle/shift-middle mouse click the splitter bar to set it to half/third, to match drag splitting.
/main/item_splitting/
39128
10k lux on Scene Setup, for now
/main/hdrp/
39130
Arid cliffs progress backup
/main/hdrp/
39131
This commit was hidden by Facepunch.
Cherry picked 38015 from main
/main/hdrp/
39137
Merge from main
/release/
39139
Cherry pickee 38011, 38693, 38808
/main/hdrp/
39140
New foliage shader test
Diffusion profile test
/main/hdrp/
39144
Fuel Generator description tweak
Autoturret description update reflecting it now requires power.
/main/
39145
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Can now right click and drag to spin your inventory screen player model.
/main/player_preview_spin/
39149
Moved piano mount pos and dismount positions to fix not being able to interact
/main/instruments/
39150
Adjust engine kW values
/main/vehicles/
39153
Replace previous death marker when dying
/main/map_improvements/
39155
This commit was hidden by Facepunch.
Abstract the map into two classes: MapInterface and MapView
MapView handles displaying map, updating markers, etc
MapInterface handles input logic like adding markers
Need to do this in order to use map on other UI panels
/main/map_improvements/
39157
Add world position of sleeping bag to respawn info
Add lock time to sleeping bag icon
/main/map_improvements/
39158
- Various general work on getting vehicles of all sorts to drive nicely.
- Don't show health on chassis/modules.
- Added several test vehicle to my test map.
/main/vehicles/
39159
Good enough driving physics for now
/main/vehicles/
39160
Reworked RMB click detection for point of interest markers
Can click on sleeping bag to respawn
/main/map_improvements/
39161
rotated piano 180 to fix mount and dismount positions
/main/instruments/
39162
~ Fixed exploit to turn auto turrets on without electricity
/main/
39165
created piano gibs and added to piano prefab
/main/instruments/
39166
Right click a quick craft icon to remove it from the crafting queue.
/main/crafting_improvements/
39168
Middle-click a quick craft icon to add x5 to crafting queue
/main/crafting_improvements/
39171
Quick craft miss-click prevention: added a small 0.75 second buffer when the quick craft list refreshes. If you click a different item to the previously clicked item within this time period, it gets ignored.
/main/crafting_improvements/
39175
FuelGenerator.FuelConsumption is now also started when loaded from save
/main/
39176
merge from main
/release/
39179
merge from main
/main/Broadcast component caching/
39180
very wip quick craft item pinning.
/main/crafting_improvements/
39184
Tiny perf convar tweak (4=ping, 5=everything)
/main/
39185
"Favourited" items appear first in the quick craft items, then ordered by most crafted.
/main/crafting_improvements/
39191
Show (placeholder) favourite icon on any favourited quick craft items.
/main/crafting_improvements/
39194
Added a favourites category/tab to crafting menu, lists any favourited items there, too.
/main/crafting_improvements/
39195
Fixed intermittent decals on cargoship; set mesh compression to low on models using decals to disable vertex format compression
Fixed a couple mesh colliders using read-only meshes in Hapis and cargoship
Fixed NRE on ent kill cargoship
/main/
39196
Scene backup.
Lantern post conversion.
/main/hdrp/
39197
Add some car audio files (originally from WiseGuys)
/main/vehicles/
39198
WIP death screen changes
/main/map_improvements/
39199
Merge from main
/main/instruments/
39200
Proplight prefab conversions
/main/hdrp/
39201
Small generator sounds
/main/
39202
Better IK positions on piano
/main/instruments/
39203
Temp bass view model
/main/instruments/
39204
Add a menu to rename IO entities and their inputs/outputs
/main/io_renaming/
39205
Remaining fixtures.
/main/hdrp/
39206
Fix misalignment
/main/io_renaming/
39207
This commit was hidden by Facepunch.
- Fixed wheel visual glitching when entering water etc by providing the right layer mask.
- Properly added the wheel smoke FX from the sedan.
- Some driving physics tweaks.
- Added handbrake, although it's really just a fancy version of the brakes.
/main/vehicles/
39209
Preserve the original name of slots so they get restored when removing a custom name
/main/io_renaming/
39210
Even more driving physics tweaks
/main/vehicles/
39211
Fake a lower centre of mass, less anti-roll needed, better handling
/main/vehicles/
39212
Improved speed-based steer angle reduction. Better max speed calculation.
/main/vehicles/
39214
When moving backwards and accelerating, actually accelerate instead of brake
/main/vehicles/
39215
Allow faster vehicles to have better brakes (automatic multiplier)
/main/vehicles/
39216
- Modular car engines now turn on/off, with startup time (client synced)
- Fuel is now actually needed. Adding 100 low grade by default in editor for easy testing
- Added engine waterlogging
- Removed handbrake, it sucked
/main/vehicles/
39217
This commit was hidden by Facepunch.
merge from main
/main/screen_settings/
39219
Added fps limit slider to screen settings UI.
Made TweakUISlider also now work with delayed apply changes.
/main/screen_settings/
39221
added piano icon to piano prefab
/main/instruments/
39223
Merge from main
/release/
39224
Added ui.showinventoryplayer convar and a toggle to interface options, to allow players who need/prefer the extra FPS to disable the inventory screen player model.
/main/player_preview_spin/
39231
Nicer favourited item highlight. Bit of refactoring.
/main/crafting_improvements/
39233
This commit was hidden by Facepunch.
Show favourited highlight on blueprints in crafting screen too.
Tweak favourite highlight marker.
/main/crafting_improvements/
39238
Sort favourited items to the start of each crafting category too (by craftable/un-craftable group)
/main/crafting_improvements/
39239
Reverted hdrp high back to deferred only
/main/hdrp/
39241
Updated ASE to 1.7.0
/main/hdrp/
39244
Subtracting caching, trying something different
/main/Broadcast component caching/
39245
Reworked favourite button behaviour.
/main/crafting_improvements/
39246
Remove IO slot naming
/main/io_renaming/
39249
Include IO entity name in controller info response
/main/comp/
39250
~pre skin approval
/main/
39251
~skin approval
/main/
39253
Save/load favourited items between sessions
/main/crafting_improvements/
39254
Latest terrain generation changes: Forests not random perlin anymore (desposits/flow based)
Arid cliffs draw distances aligned with temperate prefabs
Adjustments to forest populations, still wip until complete 4k support for splats/topos
/main/hdrp/
39255
merge from main
/release/
39258
This commit was hidden by Facepunch.
Engine audio inspector params
/main/vehicles/
39260
horse NRE fix
/main/
39261
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Remaining Bandit Town conversion (sans stuff related to unlit shader emissive bug)
/main/hdrp/
39264
wip drum model
/main/instruments/
39266
Small tweak
/main/hdrp/
39268
Very basic sound script
/main/vehicles/
39271
Merge from main
/main/instruments/
39272
This commit was hidden by Facepunch.
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
/main/vehicles/
39274
Vehicle audio work + fixing bad prefab IDs
/main/vehicles/
39275
Mac crash fix
/main/
39277
BaseRidableAnimal compile fix
/main/
39278
cave_straight_900 fix
/main/inside terrain antihack fixes/
39282
fixed cave_steps_down
/main/inside terrain antihack fixes/
39284
Minor driving physics changes
/main/vehicles/
39287
Quick anti-washout pass.
/main/hdrp/
39290
more fixes
/main/inside terrain antihack fixes/
39291
s2p
/main/inside terrain antihack fixes/
39292
merge from inside terrain antihack fixes
/main/
39295
merge from main
/release/
39298
Various scene settings
/main/hdrp/
39299
Icesheets, Icebergs, Shore Ice, Rocks spawn populations work
/main/hdrp/
39301
merge from main
/main/Broadcast component caching/
39302
Scene backup
/main/hdrp/
39303
This commit was hidden by Facepunch.
All Basenetworkables now cache broadcast components on spawn or when children change. Needs a lot of testing...
/main/Broadcast component caching/
39308
Updated Facepunch.Skeleton
/main/skeleton optimizations/
39317
Set up skeleton stuff on Wolf to test with
/main/skeleton optimizations/
39321
Got rid of 2 GetComponent calls every time the inventory is opened or closed.
/main/crafting_improvements/
39322
Same for crafting window
/main/crafting_improvements/
39323
BlueprintButton / UIBlueprints optim
/main/crafting_improvements/
39324
Split the controller entity into switch and alarm entities
Changing alerts to just use steamid (doesn't work yet though)
Remove the subscription commands
/main/comp/
39325
Removed an unnecessary double parent set per blueprint icon
/main/crafting_improvements/
39326
Moved favourite button out of the Footer group so that it doesn't get set to not interactable when viewing a locked item.
/main/crafting_improvements/
39327
New ground plants progress
/main/hdrp/
39328
Less ugly scene settings
/main/hdrp/
39329
Removed some scene setup overrides on craggy
/main/hdrp/
39330
Redo the notification setup menu so it doesn't suck as much
/main/comp/
39331
ragdoll bone copy
/main/skeleton optimizations/
39332
Helicopter update optimisation. Send a flag if it's sleeping and bail.
/main/Helicopter Update Optimisation/
39333
~Fixed concrete_debris mesh read/write error
/main/
39334
This commit was hidden by Facepunch.
merge from main
/release/
39336
Added Electrical to ItemCategory. (No item changes in this commit).
Added Electrical category to crafting UI.
Reduced crafting category button height by 6 pixels so all categories will fit if visible.
Added BlueprintCategoryButton.AlwaysShow and .ShowItemCount.
/main/crafting_improvements/
39337
Recategorized electrical items.
/main/crafting_improvements/electrical_item_recategorize/
39338
merge from main
/main/crafting_improvements/
39340
Favourited item appearance tweak
/main/crafting_improvements/
39341
Change sun color temperature over the day (Scene Setup -> Light -> Sun -> Sun Color Curve)
/main/hdrp/
39342
Bit of fixes
/main/comp/
39343
wip optim
/main/crafting_improvements/optim/
39344
added tesla coil
/main/
39345
Quick craft UI icon list optimisation
/main/crafting_improvements/optim/
39346
Moved flag variable declaration out of #if SERVER
/main/Helicopter Update Optimisation/
39348
merge from main
/main/crafting_improvements/
39349
tesla coil category
/main/crafting_improvements/
39350
This commit was hidden by Facepunch.
Add a CPU based map renderer for the server
Add a command to get the map image as a JPG
/main/comp/
39353
fixed tesla coil having too much protection
fixed tesla coil not self-harming as a spam limiter
added tesla coil distant sound
/main/
39354
Merge from main
/main/instruments/
39355
This commit was hidden by Facepunch.
Piano IK tweaks (again)
/main/instruments/
39357
Render and cache the map image at server boot
/main/comp/
39358
Merge from main
/main/comp/
39359
Drum IK pass
Better hand IK rotation options
/main/instruments/
39360
Update piano to use RendererLOD
/main/instruments/
39361
Various cleanup
/main/instruments/
39362
Merge from main
/main/map_improvements/
39363
This commit was hidden by Facepunch.
terrain now uses 4k control maps (again)
/main/hdrp/
39365
Version to 2019.3.0b2
/main/hdrp/
39368
package manifest update
/main/hdrp/
39369
Fixed viewmodel hands color
/main/hdrp/
39370
Right click an item in the crafting queue to fast track it to the start of the queue (resets crafting progress on previous item).
/main/crafting_improvements/
39371
Compound conversion WIP
Hobobarrel adjustment.
/main/hdrp/
39372
Fog slider
/main/hdrp/
39373
Hobobarrel shadow default range
Proplight prefab tweaks.
/main/hdrp/
39374
Uniformed some client side and server side colliders on Scrap transport helicopter to prevent antihack reject loops
/main/
39375
Scene Setup changes
Made color temperature curve smoother and more realistic
Tweaked base scene settings / Made lighting slightly softer, sun disk larger, sky brighter and AO stronger
Added a backup copy of the old Scene Setup and BaseSceneSettings
/main/hdrp/
39378
added flute and added to view and world model prefabs
/main/instruments/
39379
Mark some scripts as not being actively developed for code reviews
/main/instruments/
39383
Compound WIP
/main/hdrp/
39386
Caching some components on the ragdoll prefab.
/main/skeleton optimizations/
39389
Finished Compound conversion
/main/hdrp/
39390
merge from main
/main/crafting_improvements/
39391
client/server fixes
/main/crafting_improvements/
39392
Cleanup
/main/crafting_improvements/
39393
merge from main
/main/item_splitting/
39394
This commit was hidden by Facepunch.
merge from main
/main/consumable_item_info_fix/
39398
This commit was hidden by Facepunch.
CollectionEx class adds IsNullOrEmpty, IsEmpty, and IsNull extension methods
/main/vehicles/
39400
This commit was hidden by Facepunch.
Revert file storage
Revert entity.proto
Revert PlayerVoiceSpeaker
Some comments to explain stuff
/main/instruments/
39402
WIP override camera point logic for mountables
/main/instruments/
39403
Hacky fix for getting stuck in third person after exiting instrument
/main/instruments/
39404
Fog fixes
/main/hdrp/
39405
Remove unused particle effects
/main/hdrp/
39406
Hapis mesh read/write fixes
/main/
39407
Adding support for the client to know about modules on the vehicle as well, so it can do things like vehicle turns on -> tell all modules -> engines play start sound (without having to sync that data via each individual module entity). Currently WIP and broken, so putting this in a branch.
Changes to audio as well, but they're relatively minor.
/main/vehicles/ClientSideModulesWIP/
39408
Legacy particle materials
/main/hdrp/
39409
~!Restored gib and gibbable eol
/main/
39410
server fix
/main/player_preview_spin/
39411
Disable shadow casting on particle effects
/main/hdrp/
39413
radtown_small_3 setup
/main/hdrp/
39415
Rebuild vfx
/main/hdrp/
39418
Merge from main 😨
/main/hdrp/
39420
Compile fixes
/main/hdrp/
39423
More caching for ragdoll stuff. Player ragdolls work with skeleton now.
/main/skeleton optimizations/
39427
2019.3 - no IL2CPP option yet ( ! )
/main/hdrp/
39428
manifest
/main/hdrp/
39431
cliffs, secondary spawns setup
spawn populations polish
/main/hdrp/
39432
Campfire embers fix
/main/hdrp/
39433
Scene backup.
Prefab/mat tweaks.
/main/hdrp/
39438
Fixed those grazillion broken light fixture files.
/main/hdrp/
39439
Fixed a reverted searchlight.
/main/hdrp/
39441
Updated ASE to 1.7.0.002
/main/hdrp/
39442
Repair: recently damaged, insufficient resources, not damaged.
/main/error_notifications/
39444
Tiny ASE fix to support hdrp 7.0.1; hdrp template auto-updated
/main/hdrp/
39446
Fixed shaders broken during merge
Restored dilate shader
Updated all ASE shaders with new template
/main/hdrp/
39447
Scene backup
Prefab shadow optimization
/main/hdrp/
39449
Latest terrain build
Terrain config tweaks
Foliage, playing with filter cutoff on grass/forests
/main/hdrp/
39451
increased Windmill heat protection
/main/
39453
WIP drumkit textures
/main/instruments/
39454
Hook up drum kit materials
/main/instruments/
39458
Subtracted 39442, 39446, 39447 (needs work)
/main/hdrp/
39459
Post-merge shader fix + re-added dilate filter
/main/hdrp/
39461
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
/main/vehicles/ClientSideModulesWIP/
39462
Merge back to Vehicles
/main/vehicles/
39463
Merge from Main -> Vehicles
/main/vehicles/
39464
WIP support for third person held entities, currently set up on acoustic guitar
Added an instrument view point to the player model, still not super happy with this
/main/instruments/thirdpersonheld/
39465
Hacked together a quick test. Takes a monument, gets all the meshes that will be seen within a specified range, batches them all together, then generates a low res texture array for them all producing a single draw call proxy. Also tried reducing the mesh with mixed results...
/main/MonumentProxy/
39466
Driving physics settings edits
/main/vehicles/
39467
Some weird missing metas.
/main/hdrp/
39468
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
/main/vehicles/
39469
Save on an IOEntity if it's been placed by a player (see PlayerPlaced)
Use to distinguish between monument entities and player entities
/main/IOEntity_playerplaced/
39470
This commit was hidden by Facepunch.
forest populations tweaks
/main/hdrp/
39474
Hide moviemaker UI if benchmark
Fix NRE in ViewModel.Update
Update to 2019.3.0b3
/main/hdrp/
39476
cherrypicking 39375, 39440, 39473
/release/
39477
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
/main/vehicles/
39478
Better benchmark UI hiding
/main/hdrp/
39480
Don't fuck with Time.* shit in benchmark mode
/main/hdrp/
39481
Puzzle box light fixes
/main/hdrp/
39482
Reworked IO/SimpleLight
/main/hdrp/
39484
Converted puzzle card readers.
/main/hdrp/
39485
Updated foliage shader to fix wind
/main/hdrp/
39488
merge from main
/main/HorseArmour/
39491
Scene backup.
Default shadow settings on wall2 lights
/main/hdrp/
39492
This commit was hidden by Facepunch.
Deleted unused pre-rework horse assets
/main/HorseArmour/
39495
Small refinery conversion.
Scene backup.
GPU instancing on a bunch of materials.
/main/hdrp/
39496
Rework to driftwood populations
Added custom colliders - but cant use them currently with the broken UI
Manifest
/main/hdrp/
39501
Particle fixes
/main/hdrp/
39502
Remaining underground areas in radtown 3
Prefab fix.
/main/hdrp/
39509
This commit was hidden by Facepunch.
Utility to convert all wearables to the new SkeletonSkin format...
/main/skeleton optimizations/
39514
Scene backup
More IO prefab conversions & fusebox
/main/hdrp/
39517
Added a tool to check for extra elements added to bones in clothing.
/main/skeleton optimizations/
39518
BoneRetargets are moved out of rigs.
/main/skeleton optimizations/
39520
Cliff basic snow shader for snow biome rocks. Striped down version from Cliff_basic: removed 2nd albedo tinting layer
Clutter rocks snow material variant
/main/hdrp/
39526
This commit was hidden by Facepunch.
electrical wire flow direction indicators while wire tool is equipped
electrical wires are now lit and normal mapped
/main/
39529
This commit was hidden by Facepunch.
slightly less bright electrical direction indicators
/main/
39531
Removed some un needed stuff from the shader
/main/MonumentProxy/
39534
This commit was hidden by Facepunch.
updated drumkit textures/mat, adding LOD/ gibs
/main/instruments/
39537
updated drumkit prefab
/main/instruments/
39538
Adjust engine powers
/main/vehicles/
39540
This commit was hidden by Facepunch.
Add Resharper DotSettings files to ignore list
/main/vehicles/
39543
Switch SoundManager to use IsUnityNull
/main/vehicles/
39545
Rework drum kit prefab and build manifests
/main/instruments/
39546
splitting drumstick models
/main/instruments/
39547
Merge from instruments
/main/instruments/latency/
39548
Remove debug stuff
/main/instruments/latency/
39549
Merge latency branch
/main/instruments/
39550
This commit was hidden by Facepunch.
Equip drumsticks when using drums
/main/instruments/
39552
Add module mass etc on client, so clients can get top speed estimate
/main/vehicles/
39553
Exposed and lowered IK lerp speed
Added some editor handles for easier IK placement
/main/instruments/
39554
Small clutter rocks snow biome version
Re-organized decor.v3
/main/hdrp/
39556
backup decor.v3
/main/hdrp/
39558
First pass layout of new respawn screen
Better sleeping bag button processing
Update LifeInfographicStat to use TextMeshPro
/main/map_improvements/
39559
~ Merge from error_notifications
/main/
39560
This commit was hidden by Facepunch.
~ Merge from item_splitting
/main/
39563
Cap max fps limit to 240 not 200.
/main/screen_settings/
39564
Fix double GetComponent
/main/crafting_improvements/
39565
Recycler fixes.
/main/hdrp/
39567
~ Merge from screen_settings (conflict in MenuUI.Options.prefab, appears to have resolved fine)
/main/
39569
Arctic rock formations
Near final world setup structure
/main/hdrp/
39570
Scroll rect no longer static.
Changed blueprint comparer function to also sort by favourited status, and changed QuickCraft to use it again.
/main/crafting_improvements/
39576
Merge from crafting_improvement
/main/
39579
Tool that shows inconsistencies between main rig and wearables. Rebuilt skeleton def with updated rig.
/main/skeleton optimizations/
39580
Set the FPS UI slider max value.
/main/
39582
Setting up all wearables to use the skeleton system.
/main/skeleton optimizations/
39584
Subfolder for localised SceneSettings
/main/hdrp/
39586
Send a list of monuments with their coordinates with the map image
Fix the coordinates sent by the game server so they aren't annoying to use
/main/comp/
39587
Ceiling light stackable (10)
Ceiling light no longer uses condition
Ceiling light bounds tweaks to fix repair (antihack) issues
Removed Ceiling light obsolete storage panel
/main/
39588
Horse wood armour meshes/textures/materials
/main/HorseArmour/
39589
Fixed a bug with item splitter input being able to trigger after the inventory has closed.
/main/
39590
Fix driving physics not correctly updating with mass/centre of mass changes
/main/vehicles/
39591
Respawn button colours (map and rectangle buttons)
/main/map_improvements/
39592
Don't use UpdateWheelCollider at all, just rely on standard values
/main/vehicles/
39593
Allow some rotation around the locked camera perspective (about 20 degree son both axis) on static instruments
/main/instruments/
39594
Base RPM sounds on vehicle estimated max speed. Remove engine doppler as it doesn't sound good.
/main/vehicles/
39595
Some random variation in fade-in time sounds nicer for multi-engine vehicles
/main/vehicles/
39596
adding cowbell model/mat/textures
/main/instruments/
39597
adding cowbell word model + lod
/main/instruments/
39598
Merge to main: Adding support for connecting multiple clients at once locally. Can be useful for testing. New menu entries under Debug: Select Enable Fake Steam ID, then run the game.
/main/
39599
WIP sleeping bag cluster system
Detect multiple nearby sleeping bags and merge them into one widget on the death screen
/main/map_improvements/
39600
Better scroll behaviour on respawn buttons
/main/map_improvements/
39601
Slow down the lerp while in third person to reduce jerkiness
Reposition the instrument view point a bit
/main/instruments/thirdpersonheld/
39602
Added chassis sound manager and skid sounds. More driving physics work.
/main/vehicles/
39603
Merge from instruments
/main/instruments/thirdpersonheld/
39604
Merge from third person held
/main/instruments/
39605
Cleanup
/main/instruments/
39606
Merge from main
/main/instruments/
39607
Sorting out issues with drag etc
/main/vehicles/
39608
bespoke colliders for asset store cacti
/main/hdrp/
39609
~ Fixed recycler sharing furnace localize token
/main/
39610
~ Renamed small generator to test generator not to be confused with the other small generator
/main/
39611
Coal wagon fix.
Trainyard scene setup
/main/hdrp/
39612
AND, OR, Simple & timer switch conversions.
/main/hdrp/
39616
merge from main
/main/crafting_improvements/
39618
Scene backup.
Small refinery bounce fix.
/main/hdrp/
39620
updated horse base pose, updated idle
/main/HorseArmour/
39622
QuickCraft is no longer a scrollable rect, removed some work-around events that are no longer necessary.
/main/crafting_improvements/
39624
Trainyard WIP
/main/hdrp/
39626
Switched to IPointerClickHandler for QuickCraftButton
/main/crafting_improvements/
39627
Added a label to all wearables to find them easier
/main/skeleton optimizations/
39629
Tweak low quality settings
/main/hdrp/
39631
Remove old x86 libraries
/main/messagedelayfix/
39633
Added "Switch to Collision Model" tool (MeshCollider context menu)
/main/hdrp/
39634
Fixed collider errors on craggy's scene
/main/hdrp/
39636
Merge from messagedelayfix
/main/
39637
A fix for rig stripping not actually working.
/main/rig_stripping(temp)/
39638
Merge from rig_stripping(temp)
/main/
39642
Merge from consumable_item_info_fix
/main/
39645
subtracting wearable changes, need to keep rigs until the prefab processing stage.
/main/skeleton optimizations/
39647
cacti prefabs backup
reworked ores diffuse maps
separate v3_ore spawn populations: spawning ores at bottom of cliffs meshes
/main/hdrp/
39648
Quick/dirty decal shader adjustment for clipping issues in bullet decal vs toptier wall
/main/
39650
~skin approval
/main/
39657
Scene backup
More prefab fixes.
/main/hdrp/
39658
Removed SkinnedMeshRendererInfo
/main/skeleton optimizations/
39660
Reorganised an tidied up SMM class to make it easier to start plugging stuff in. Skeleton Skin no long attaches itself to a Skeleton automatically.
/main/skeleton optimizations/
39661
experiments
/main/vehicles/
39662
cherrypicking #39637 messagedelayfix
/release/
39663
Merge Main -> Vehicles
/main/vehicles/
39664
From code review: Make lastAttackedTime internal
/main/vehicles/
39665
From code review: Force specification of fuel loot distance, plus general cleanup of the EntityFuelSystem class.
/main/vehicles/
39666
Add attacker distance field to death info, expose on death screen
Fixed steam avatar of killer not appearing
/main/map_improvements/
39667
Reduce skid sound volume
/main/vehicles/
39668
Show killed by weapon name and icon on game over screen
/main/map_improvements/
39669
Merge from main
/main/map_improvements/
39671
Merge from main
/main/Broadcast component caching/
39672
Assign correct colours to sleeping bag cluster options
/main/map_improvements/
39673
From code review: Convert ID checks to use EqualNetID. Add extension method for comparing layer.
/main/vehicles/
39674
PostUpdateChildren updates when entity children are added / removed.
/main/Broadcast component caching/
39675
Fix for random modular spawner double-adding modules. Simplifies module parenting as well.
/main/vehicles/
39678
Exposed some sound definition slots for adding and removing map markers
/main/map_improvements/
39679
Use in-built drop shadow component on info boxes
/main/map_improvements/
39680
From code review: Removed and replaced TransformPointToLocal/InverseTransformPointToLocal.
From code review: ModuleManager does now need to still be a MonoBehaviour since it uses a couple of Unity methods, but made that clearer.
Additional: Refactored ModuleManager classes a bit. Now TBase can be a BaseEntity which removes any need for casting.
/main/vehicles/
39681
merge from main
/main/crafting_improvements/
39682
Load filesystem first in bootstrap
/main/hdrp/
39686
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Merge from "OcclusionSphere leak fix"
/main/
39696
added V and W tambourine models, set up prefabs and lods etc.
/main/instruments/
39697
Updated quick craft buttons to use Lewis' star setup. Can now click the star to toggle favourited status directly from the quick craft button.
/main/crafting_improvements/
39699
Merge from main
/main/Helicopter Update Optimisation/
39700
Make sure lights have a HDAdditionalLightData component
/main/hdrp/
39708
Benchmark timings in seconds instead of ms
/main/hdrp/
39709
Added sleep flag to more vehicles and LateUpdate.
/main/Helicopter Update Optimisation/
39710
AddHDAdditionalLightData editor tool (we probably need to make this loop through scenes)
/main/hdrp/
39713
Wearable conversion utility no longer destroys the rig, this happens in prefab preprocess instead.
/main/skeleton optimizations/
39718
Changed QuickCraft to a singleton component, sync'd up favourite indicators across quickcraft/crafting when toggling using the new method.
/main/crafting_improvements/
39721
Trainyard main building & garage
/main/hdrp/
39723
quick craft star sprite change/scale on hover
/main/crafting_improvements/
39726
Foliage grass cutoff reverted to 0.5
/main/hdrp/
39728
Merge from "Helicopter Update Optimisation"
/main/
39729
Lots of stuff is now cached on each wearable in pre process.
/main/skeleton optimizations/
39731
Crafting blueprint icons now use star toggle for favouriting, too.
/main/crafting_improvements/
39733
trumpet holdtype setup with lods,
created override controller and added idle pose
/main/instruments/
39734
Favourited status/button for item panel
/main/crafting_improvements/
39736
Remaining trainyard conversion & s2p
Various prefab fixes.
Killed stray ambient lod light scripts from IO puzzle elements.
/main/hdrp/
39737
bass holdtype now uses bass model
/main/instruments/
39739
This commit was hidden by Facepunch.
Save rigidbody info, so data can be entered on the RB, but can still be used on the client which removes it.
/main/vehicles/
39741
From code review: Reformat serialized fields (see new Basecamp comment also)
/main/vehicles/
39742
Trumpet and bass are third person
Reparented instrument view point to spine_4 to work with trumpet hold type better
/main/instruments/
39744
Icons for Trumpet, Flute, Tambourine, Drum Kit and Bass
/main/instruments/
39745
Skins attaching to skeleton +LOD setup
/main/skeleton optimizations/
39746
Added support for multiple sprites for points of interest (not just colour changes)
Most map markers are now pre allocated on the map view, removes most instantiations
/main/map_improvements/
39747
adding guitar model/texture/mat
fixed gloss on the bass material
/main/instruments/
39750
From code review: Change driver input sets to be a ListDictionary, and use method getters instead of properties.
/main/vehicles/
39751
From code review: Don't reuse MaxThrust Vector (+ some reformatting)
/main/vehicles/
39752
From code review: Don't reuse ProtoBuf class. Protocol++. Plus formatting.
/main/vehicles/
39754
Modified tire friction and steer values
/main/vehicles/
39755
Adjust engine RPM sounds
/main/vehicles/
39757
Wheel rotation rate now adjusts differently when wheel is not grounded
/main/vehicles/
39758
fixed wrong normal on the guitar
/main/instruments/
39759
Improved ImagePosToWorldPos calculation
/main/map_improvements/
39760
Made all new map markers scale independent
/main/map_improvements/
39761
Favourite icons now have active/inactive colours, toggle on hover and favourited status.
Moved some duplicated code to a single location, called by all favourite UI code.
/main/crafting_improvements/
39764
Do the category jiggle on the Favourites category when favouriting an item.
/main/crafting_improvements/
39766
merge from main
/main/crafting_improvements/
39769
bit of cleanup
/main/crafting_improvements/
39772
bit more
/main/crafting_improvements/
39773
trumpet pose update
/main/instruments/
39774
Merge from crafting_improvements
/main/
39775
Junkyard S2P
Stripped obsolete lighting from all the bunker prefabs.
/main/hdrp/
39778
merge from main
/main/skeleton optimizations/
39780
Airfield scene cleanup
/main/hdrp/
39781
fixed missing backface/holes on piano_lod0
/main/instruments/
39785
Tweaks
/main/crafting_improvements/
39786
Sedan LOD rework
/main/LOD_Optimizations/
39788
Fix error when adding skinnedmeshcolliders
/main/skeleton optimizations/
39794
subtract
/main/skeleton optimizations/
39801
More bootstrap timings
/main/hdrp/
39802
Added head collar materials/textures
Split horse into body/mane/fringe to hide gameobjects when armour is applied
Added all armour types to horse FBX
Updated wild horse prefab
/main/HorseArmour/
39804
Added armour to testridablehorse
/main/HorseArmour/
39805
tamborine holdtype setup
weapon prefab now using world model
tamborine player overide animator
base idle & play anim
/main/instruments/
39807
tambourine updates
/main/instruments/
39808
trumpet updates
/main/instruments/
39809
Added motion fix to mane/fringe
Added skinned mesh collider to body LOD3
/main/HorseArmour/
39810
Updated Skeleton.Horse with new horse body mesh name
/main/HorseArmour/
39811
Added horse armour models to ragdoll prefab
/main/HorseArmour/
39812
merge from main
/main/HorseArmour/
39813
horse armor bounds fixes, LOD setup
/main/HorseArmour/
39815
Fixed player preview
/main/skeleton optimizations/
39817
Cherry Pick merge to main. Fixes discrepancy between client/server interaction caused by having a rigidbody on the server and not on the client. Now getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
/main/
39818
Merge from Main->Vehicles
/main/vehicles/
39819
Cherry-pick Bill's boat fix
/main/vehicles/
39820
Airfield WIP
Prefab/localised scene setting tweaks.
/main/hdrp/
39821
Fixed icon import settings for new instruments
Added an ItemIcon Import settings preset
/main/instruments/
39823
Merge from main
/main/instruments/
39824
This commit was hidden by Facepunch.
Fuel now used per engine instead of per vehicle. Also use less fuel at idle, more with increasing throttle.
/main/vehicles/
39826
From code review:
_mounted is now populated on the client and server, and GetMounted() is now a shared method
This removes the need for UsingPlayer so that was removed
/main/instruments/
39827
From code review:
Move hand props to Key controller to solve sticks being left on player model during pool
They get positioned during IK pass and never actually parented to the player
/main/instruments/
39828
Cowbell world model + Icon
Update guitar with new model + Icon
/main/instruments/
39829
Unsaved changes
/main/instruments/
39831
New UI assets
Hooked up death skull, gradient circle and death marker assets
/main/map_improvements/
39832
Sphere tank additional LOD pass
/main/LOD_Optimizations/
39833
Oil Refinery large additional LOD pass
/main/LOD_Optimizations/
39834
Oil Refinery small additional LOD pass
/main/LOD_Optimizations/
39836
Skin is now correct
/main/skeleton optimizations/
39840
merge from main
/main/crafting_improvements/
39844
Merge blueprint button fix from crafting_improvements
/main/
39845
New packages manifest
/main/hdrp/UnpackagePipeline/
39848
Scene backup.
Fixed door prefab on wrong layer.
/main/hdrp/
39850
Settings update
/main/hdrp/UnpackagePipeline/
39855
Early out if light is null in LightLoop.cs (this could point to a bigger problem though)
/main/hdrp/UnpackagePipeline/
39858
HDRP upgrade added a monobehaviour to 1600 materials. I tried reverting but it keeps adding them back - so I'm assuming it's for a reason and committing the changes.
/main/hdrp/UnpackagePipeline/
39859
Show full timer icon whilst an item is queued, timers now progress from full to empty.
/main/quickloot/
39861
Settings
/main/hdrp/UnpackagePipeline/
39863
merged from UnpackagePipleline
/main/hdrp/
39864
Airfield underground bunker complex WIP
fixed bunker.room.15.ab.prefab prop wall clipping
/main/hdrp/
39865
SSR minimum smoothness set back to not be 0
/main/hdrp/
39866
Scene backup.
Sewer profile fog tweak
/main/hdrp/
39871
Scene backup
/main/hdrp/
39875
Launch_Site additional LOD pass
/main/LOD_Optimizations/
39876
merge from main
/main/HorseArmour/
39879
merge into main
/main/
39881
Scene backup
Better shadow defaults on fluorescents
/main/hdrp/
39882
Remaining bunker+sewer complex
/main/hdrp/
39883
Lighthouse additional LODs
/main/
39884
updated the old guitar textures/mat
/main/instruments/
39885
Testing module destruction. Added support for damage FX + added placeholder-ish damage FX on engine modules. Note: OnHealthChanged is now called on client as well as server - existing usages have been updated with isServer checks.
/main/vehicles/
39886
Hooked up background assets on sleeping bag cluster
Fixed map scaling issues on sleeping bag cluster
WIP time lock states
/main/map_improvements/
39887
Fixed sleeping bag clusters not properly forming when there are more than 3 bags
/main/map_improvements/
39888
Revert acoustic guitar to legacy guitar
Set icons to null on instruments that have no icon
/main/instruments/
39889
Hooked up new jerry can guitar
/main/instruments/
39890
- Implemented destruction FX support for chassis and modules.
- Fixed Client/Server compile issues.
- Moved serverGibs from BaseVehicle to BaseHelicopterVehicle where it should have been.
/main/vehicles/
39891
Fixed CLIENT/SERVER compilation
/main/instruments/
39892
Remove mountables when seating is destroyed
/main/vehicles/
39893
Fixed sleeping bag icons appearing outside of death screen
/main/map_improvements/
39895
If chassis is destroyed, remaining modules don't naturally show their killed FX because they're not killed directly. Tell them to all show their FX.
/main/vehicles/
39896
Moved InstrumentKeyController RPC to InstrumentTool and StaticInstrument
Moved InstrumentKeyController components onto the weapon/mountables
Added UpdatePlayerModel virtual methods on HeldEntity and BaseMountable to modify IK while an entity is in use (removes an Update call on KeyController)
Update all instruments with new components
Manifest update
Removed some more xml comment blocks
/main/instruments/
39897
Fix RPCHandler not being assigned
/main/instruments/
39898
Launch_Site office interiors additional LOD pass
/main/LOD_Optimizations/
39899
Pass RPC into new PlayNoteRPC and StopNoteRPC on Key Controller
/main/instruments/
39900
Autoturret loot panel fix (6 slot)
SAM site uses loot panel
/main/
39901
Remnant container additional LOD pass
/main/LOD_Optimizations/
39902
Wooden pallets additional LOD pass
/main/LOD_Optimizations/
39904
Stairs set additional LOD pass
/main/LOD_Optimizations/
39905
Tires set additional LOD pass
/main/LOD_Optimizations/
39906
Autoturret and Wind generator now in electrical category
/main/
39907
m_ShadowUpdateMode != 0 causes array issues - so forcing to 0 on muzzleflash
/main/hdrp/
39910
Deleting rp package documentation
/main/hdrp/
39911
Updated ignores to ignore unity package documentation/samples/tests
/main/hdrp/
39913
Added in latest rp git 63b6c1abdc
/main/hdrp/
39915
Disable VR/XR
Updated meta files
/main/hdrp/
39916
Moved water issue render to beginFrameRendering
/main/hdrp/
39918
Excavator terrain belts LODs
/main/
39920
Large Oilrig barriers additional LODs
Oilrig scene changes
/main/LOD_Optimizations/
39923
Replace DeferredDecal component with DecalProjector
/main/hdrp/
39925
Large Oilrig additional LODs
Oilrig scene changes
/main/LOD_Optimizations/
39926
fixed dockwall stairs cloned LOD
/main/LOD_Optimizations/
39927
Forklift additional LOD pass
/main/LOD_Optimizations/
39929
Fixed wrong sun color in sky renderer
/main/hdrp/
39930
flute anims and override controller
/main/instruments/
39931
merge from main
/main/Broadcast component caching/
39934
Cleanup
/main/Broadcast component caching/
39935
Added treediffusion test profile to both hdrp assets
Updated ASE to 1.7.0.004 (updated to latest srp)
Updated all shaders to compile with updated template
Rebuilt Foliage shader to match our new specification
Updated oak material to match damian's test (using new base packed texture)
Tweaked foliage edge mask SF
/main/hdrp/
39936
flute holdtype setup
/main/instruments/
39941
Force more interpolation delay for ridable horses to reduce extrapolation
Removed PhysicsDriven since it's really always wrong for load balanced entities like the horse (override GetNetworkTime instead)
/main/
39944
Decal Fixes script (we might have to make this run on all scenes too)
/main/hdrp/
39948
This commit was hidden by Facepunch.
old guitar textures tweak
/main/instruments/
39951
Cleaned old obsolete lighting out of the cave prefabs.
/main/hdrp/
39954
Switched coverage queries to compute (should fix SetRenderTarget errors)
/main/hdrp/
39955
Finished Airfield & S2P
Cave bioluminescent fungus conversions.
/main/hdrp/
39957
Removed deprecated scripts & mats from lightpost_a & _b
Harbor scene prep.
/main/hdrp/
39958
Nixed the point light from antenae_a.prefab
/main/hdrp/
39959
Changed temporary shadergraph ocean shader to Transparent (proper one won't be Opaque either)
Fixed water depth mask shader; now properly occludes water (fix for pink rowboat)
/main/hdrp/
39961
fixed dropped horse armor NRE
/main/
39962
This commit was hidden by Facepunch.
horse ragdoll breed fixes
horse armor appears on ragdolls
can loot horse ragdolls
/main/
39965
missing files
/main/
39966
~skin approval
/main/
39967
Ignore stop note RPC on controlling player
/main/instruments/
39968
Left and Right Hand props can now be used if IK is disabled on the InstrumentKeyController (for cowbell hand setup)
/main/instruments/
39969
Split StandardVehicleModule into three, with .Client/.Server separate
/main/vehicles/
39970
Can now create an arbitrary number of IK positions for an instrument
Added an IK target property drawer to help assign targets
Added context menu options to add left and right hand IK points
Added support for right foot IK control (for drumkit)
/main/instruments/
39971
Client/Server fix
/main/instruments/
39972
Exception fixes
Exposed a default note to play on Primary and Secondary Fire
/main/instruments/
39973
This commit was hidden by Facepunch.
Exposed instrument keybinds in settings
/main/instruments/
39975
More descriptive tooltips (used the text from the old screen)
Show different icons for sleeping bags/beds
Fixed respawnType field in respawn options protobuf never being assigned
/main/map_improvements/
39976
separated cowbell models
fixed guitar normals
/main/instruments/
39977
First pass on new fade in animations
/main/map_improvements/
39978
subtracting 39965
/main/
39979
Merge from main
/main/Broadcast component caching/
39981
Merge from "Broadcast component caching"
/main/
39983
Added FixedParticleSimulationSpace tag (specify on particle systems that should not switch to local / world simulation space depending on where they spawn)
/main/
39985
Disabled status effects in god mode
Disabled food and hydration depletion in god mode
Disabled radiation poisoning in god mode
Added refillvitals console commands (fills health, calories and hydration)
Added heal console command (same as calling hurt with negative values)
/main/
39986
Trucks additional LODs pass
/main/LOD_Optimizations/
39987
Missing file (changeset 39985)
/main/
39990
This commit was hidden by Facepunch.
RHIB additional LODs pass
/main/LOD_Optimizations/
39992
HDRP 7.2.0
CopyFromGit.bat (helper for me)
/main/hdrp/
39993
Patrol Helicopter additional LOD pass
Fixed PatrolHelicopter prefab not using any of its LODs
/main/LOD_Optimizations/
40001
Cargo ship additional LODs
/main/LOD_Optimizations/
40005
Movie mode start in free mode if not playing a demo
Work camera CameraMan control parity
Reposition work camera properly when toggling on/off
/main/hdrp/
40006
Cargo ship deck railings fix
/main/LOD_Optimizations/
40007
Sky update mode, period
/main/hdrp/
40008
Fixed player preview crashing game (somehow)
/main/hdrp/
40009
Water splash refract effect materials
Torch ignited material fixes
/main/hdrp/
40011
Load & save dialogues now default to TestSaves folder.
Load option now sets the filename and load parameters of the scene GameSetup when loading a save file, so you can just hit play to start.
/main/editor_save_load/
40014
~ merge from /horse_issues
/main/
40017
subtracted subtraction
/main/horse_issues/
40020
manifest, error logs
/main/horse_issues/
40022
merge into main
/main/
40023
Puzzle prafab improvs.
/main/hdrp/
40024
fixed horse tails not switching to the appropriate breed material
/main/
40025
Scene backup
Prefab shadow defaults
/main/hdrp/
40026
This commit was hidden by Facepunch.
Remaining Harbor & S2P
Some mat tweaks.
/main/hdrp/
40028
Oil rig small / additional LODs for all railings
Scene2Prefab
/main/LOD_Optimizations/
40030
horse equipment information panel
horse armor cost balance
roadsign horse armor available at bandit camp attire shop
balanced horse/rider protection
icons
/main/
40031
fixed bradley crates sometimes spawning under the world
/main/
40032
Merge from Main -> Vehicles
/main/vehicles/
40033
Fixed drum IK hits working in local space of IK target and not local space of instrument
Added a hit rotation vector that applies an IK rotation offset when hitting a note
/main/instruments/
40034
Merge from main
/main/instruments/
40035
adding WIP xylo
moving/renaming guitar texture/mat folder to the corresponding one
/main/instruments/
40036
Merge from main
/main/map_improvements/
40037
Fixed sleeping bag cluster open/close animation
Size tweaks
Backup for some future prefabbing
/main/map_improvements/
40038
Prefab all the things
/main/map_improvements/
40039
adding xylophone lod, moving guitar model
/main/instruments/
40040
Fix BaseVehicle extra bracket
/main/vehicles/
40042
Styling on map cluster icon
/main/map_improvements/
40043
More colour alignment with concepts
Fixed cluster button sizing
/main/map_improvements/
40044
Added collision FX to base vehicle. Modules become part of the compound collider so they automatically pass collision info down as well.
/main/vehicles/
40045
Remove debug print
/main/vehicles/
40047
Added collision damage for modular vehicles
/main/vehicles/
40048
merge from 39964 (world dropped items now have the same "max-condition-only" rule for stacking that inventory items have.)
/main/
40049
Added grass.distance convar (range 100-200, default 100, only really useful for video making)
/main/
40050
Moved drop current item (whole stack) from B key to H. Added drop current item (single) to J key.
/main/drop_current_item/
40052
merge from main
/main/drop_current_item/
40053
Flame turret now uses fuelsmall panel
/main/
40057
Hook up new point of interest icons on map + compass
/main/map_improvements/
40060
2019.3 can build il2cpp again
/main/hdrp/
40061
Custom inspector for RendererLOD component.
/main/RendererLOD inspector/
40062
Interest point drop shadow
/main/map_improvements/
40063
Merge from main
/main/Helicopter Update Optimisation/
40065
Recompile vfx
/main/hdrp/
40066
Fixed heli blades spawning with blur on.
/main/Helicopter Update Optimisation/
40067
Merge from "Helicopter Update Optimisation"
/main/
40069
Disabling il2cpp again
/main/hdrp/
40070
Added a horizontal gradient to end of sleeping bag scroll view when there are more bags than can fit in
Sizing tweaks
/main/map_improvements/
40071
Harbor crane LODs
/main/LOD_Optimizations/
40072
Merge from main
/main/skeleton optimizations/
40075
Merge from main/drop_current_item
/main/
40076
Added "headlerp" console command
/main/
40077
Scale radiation size by transform scale even when adjusted at runtime
/main/
40078
merged remove H and J default binds
/main/
40083
Fixed black band around equator
MeshColliderFixes wip
/main/hdrp/
40087
Gas station scene prep.
Recycler texture fixes and deleted some useless ones.
Recycler status light actually emits.
/main/hdrp/
40092
Tidied SMM rebuild a bit for bug finding. Adding a util to convert mesh replacements.
/main/skeleton optimizations/
40093
Gas station conversion & S2P
/main/hdrp/
40094
Lighthouse material conversion & scene
/main/hdrp/
40095
Removed obsolete stray script from TimerSwitch prefab.
Launch Site prep
/main/hdrp/
40096
Added a bit more control to RendererLOD editor
/main/RendererLOD inspector/
40097
This commit was hidden by Facepunch.
Merge from main
/main/map_improvements/
40099
Merge Main -> Vehicles
/main/vehicles/
40100
Enforce id's for notes for colour consistency
Serialise MapNotes properly
/main/map_improvements/
40101
Run a map scale update immediately to fix the marker popping
/main/map_improvements/
40102
Add placeholder destroyed models to modules
/main/vehicles/
40104
Switch vehicle model to the destroyed model when at zero health
/main/vehicles/
40105
Merge cleanup
Tweak hackable crate and shop marker icon sizes
/main/map_improvements/
40106
Switch to damaged model via enable/disable renderers instead of active/inactive gameobject (performance)
/main/vehicles/
40108
Client / Server fixes
/main/map_improvements/
40109
Move chassis and module models to client only.
/main/vehicles/
40110
Custom marker for team leader markers
/main/map_improvements/
40111
Hapis Lake fix for map makers
/main/
40112
Fuel generator now uses fuelsmall panel
/main/
40113
~ Updated loading screen tips
/main/
40114
This commit was hidden by Facepunch.
Reduce source container loot queue timer when loot actions are cancelled (closing inventory, etc)
/main/quickloot/
40121
Merge from Test map (new map ProceduralMapTesting)
/main/
40123
from shelf
/main/quickloot/
40124
merge from main
/main/quickloot/
40125
Merged from main
/main/hdrp/
40128
Add and use hoverloot keybind
/main/quickloot/
40129
~Undone
/main/hdrp/
40130
Merged from main
/main/hdrp/
40131
Codegen
/main/hdrp/
40132
Industrial Water Tower LODs rework
/main/LOD_Optimizations/
40134
RustToHDLitMaterialUpgrader
/main/hdrp/
40136
Harvesting heli gibs no longer marks players as hostile
/main/
40139
Remove AdditionalShadowData component in PrefabPreProcess
/main/hdrp/
40143
Temporary tinfoil hair fixes
/main/hdrp/
40144
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Working on converting mesh replacement system to new system.
/main/skeleton optimizations/
40152
cowbell holdtype setup - held prefab now using lods, player override controller, initial player anims
/main/instruments/
40155
fixed corpses not saving/loading their inventory
fixed horse armor crafting times
fixed horse ragdolls not saving/loading breed properly
fixed horse ragdolls not applying breed properly when going in/out of network range
fixed horse ragdolls showing full armor when first coming in to network range
fixed missing horse equipment information panel ( missing file )
fixed not being able to loot horse corpses after a server load
/main/
40156
Scene backup
/main/hdrp/
40157
Removed client/server split for module collision. Both can share the server colliders. Now unified under a new shared object.
/main/vehicles/
40158
Merge from Main -> Vehicles
/main/vehicles/
40160
horse armor sounds
/main/
40161
Add basic garage thing to my test map
/main/vehicles/
40162
Give modular vehicle their own seat type, let the driver turn around further
/main/vehicles/
40163
Garage platform detects whether vehilce is in position, shows lights to help with parking. Will need networking.
/main/vehicles/
40164
Refactor notes system
Separate server and client notes lists
Load notes form server in on enable if local player
Limit all RPC's to local player
Store team notes in the team data, don't access the player
Fix player position not being updated in real-time
/main/map_improvements/
40165
Cleaned up GetUnusedID
Fixed compass markers not using correct colours
/main/map_improvements/
40166
Fixed MapView IsOpen accessor making every view active
/main/map_improvements/
40167
Fixed not being able to drag map on respawn screen
/main/map_improvements/
40168
Left align stat headers
Fix animations not playing a second time
/main/map_improvements/
40169
Show team markers on death screen
/main/map_improvements/
40170
Subtracting 40161 & 40156 (server failing to load + client NREs)
/main/
40171
Added Lake_v2 for map makers
/main/
40174
Merged from main
/main/hdrp/
40175
Fix for inventory loot panel item timers on inventory close.
Fixed item icons not animating correctly when hover looting.
/main/quickloot/
40176
Mesh replacement conversion
/main/skeleton optimizations/
40177
Campfire collider fix
/main/hdrp/
40178
Better pool handling
/main/map_improvements/
40180
Air balloon collider fixes
/main/hdrp/
40181
Hair mipmap settings
/main/hdrp/
40183
Remove map notes via their id, not index in list
Remove tooltip immediately when deleting a marker so it doesn't bounce around for a frame
/main/map_improvements/
40184
Don't send full list when updating death marker, just the updated position
/main/map_improvements/
40186
Settings
/main/hdrp/
40187
rotated xylo
/main/instruments/
40190
Fixed Fog/Dof not working in movie maker/debugcam
/main/hdrp/
40192
Set up all skin models to be consistent with the rest of the skeleton skins.
/main/skeleton optimizations/
40193
Oilrig small / baked LODs
/main/LOD_Optimizations/
40194
Torch light level, fire material emission
/main/hdrp/
40196
Fixed NRE in IOEntityEditor
/main/hdrp/
40199
Industrial structures - all buildings baked LOD rework
/main/LOD_Optimizations/
40202
Updated benchmark.dem (shorter, simpler demo)
/main/
40206
Fixed missing terrain in low settings
/main/hdrp/
40207
set up all make skin and variants
/main/skeleton optimizations/
40208
Female skin setup
/main/skeleton optimizations/
40210
Temporarily enabling read/write on some model importers
/main/hdrp/
40212
All facial detail skins converted
/main/skeleton optimizations/
40214
Set up eye variations
/main/skeleton optimizations/
40218
~subtraction of subtraction
/main/
40219
load NRE fix
/main/
40220
Generated prefabs for skin variations
/main/skeleton optimizations/
40223
merge from main
/main/double_doors_skinnable/
40224
xylophone player anims and override controller
/main/instruments/
40225
material tweaks
/main/LOD_Optimizations/
40227
Launch site backup
/main/hdrp/
40228
Bunker volume profile
/main/hdrp/
40229
more save/load NRE checks
/main/
40230
merge from main
/main/skeleton optimizations/
40231
Setup all relevant skin prefabs and skin sets
/main/skeleton optimizations/
40232
Spawning prefabs directly from the skin set rather than using mesh replacements
/main/skeleton optimizations/
40233
Baked LODs for dump truck
/main/LOD_Optimizations/
40234
Removed recycler from small and large Oilrig
/main/save185/
40235
Compound scientists now covers blackspot near recycler
/main/save185/
40236
All military crates and elite boxes now behind puzzles on oilrigs
/main/save185/
40237
Merge from main
/main/map_improvements/
40239
Don't show map on respawn screen while streamer mode is enabled, toggle it with G instead
/main/map_improvements/
40240
Weapon and attacker name info boxes now expand with text instead of truncating with an ellipsis
Weapon name box now shows translated name, not the shortname
/main/map_improvements/
40242
Merge from Main -> Vehicles
/main/vehicles/
40244
Fixed animation issues introduced by earlier changes
/main/map_improvements/
40245
Added vehicle lift button and stairs (non-functional)
/main/vehicles/
40246
This commit was hidden by Facepunch.
Basic working vehicle lift
/main/vehicles/
40248
Add left and right hand prop rotation offsets for instruments
/main/instruments/
40249
Merge from main
/main/instruments/
40250
Remove reference image
/main/map_improvements/
40251
Industrial structures - cooling towers and collapsed bits baked LOD rework
/main/LOD_Optimizations/
40252
Merge from main
/main/obfuscation/
40316
LightLOD also turn off HDAdditionalLightData
Quality settings tweak
/main/hdrp/
40317
minor Hapis fixes
/main/
40318
This commit was hidden by Facepunch.
Merge from main
/main/skeleton optimizations/
40322
Cheaper LODs for modular pipes
/main/LOD_Optimizations/
40323
Added missing pumpkin textures
/main/hdrp/
40325
House ruins - all buildings baked LOD rework
Updated compound level
/main/LOD_Optimizations/
40326
First run at targeted benchmarks
/main/hdrp/benchmark/
40328
HDRP latest (cee12fc973)
/main/hdrp/
40329
Merge from main
/main/hdrp/
40331
Large industrial prop b LOD4
/main/LOD_Optimizations/
40332
Train crane - baked LOD rework
/main/LOD_Optimizations/
40333
Diesels can be traded for lowgrade at Outpost (Hapis only)
/main/
40335
Enabling decals so terrain renders, thanks @unity3d
/main/hdrp/
40336
Added clothing background overlay icon to locker slots to make it clear which rows can only hold clothing.
ItemIcon can now specify a background overlay image for when the slot is empty. Gets hidden when occupied.
Updated lootpanel.locker.prefab to use ItemIcon prefab variants.
/main/lockers/
40337
Merge from main
/main/obfuscation/
40338
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
/main/
40340
Change to 2 shadow cascades (from 4)
/main/hdrp/
40342
Warehouses - baked LOD rework
/main/LOD_Optimizations/
40343
enable instancing on all hdrp/lit materials
/main/hdrp/
40345
enable instancing on all hdrp/layeredlit materials
/main/hdrp/
40347
enable instancing on everything fuck it
/main/hdrp/
40349
Setting up female mesh replacement alternative
/main/skeleton optimizations/
40356
drumkit ik target updates
/main/instruments/
40357
merge from main
/main/horse_equipment/
40359
fixed invisible slots (again)
/main/horse_equipment/
40360
All materials set up in female clothing variants
/main/skeleton optimizations/
40361
fixed adding items to horse via right click not working
/main/horse_equipment/
40363
less physics weirdness when unequipping saddle bags and items are tossed out of the horse
/main/horse_equipment/
40365
relaxed trumpet anim
/main/instruments/
40366
Remaining components are set up
/main/skeleton optimizations/
40367
horses use proper protobufs
horse max speed now reflected in info panel
/main/horse_equipment/
40368
fixed being able to right click items into oblivion
/main/horse_equipment/
40369
Generated female prefab variants
/main/skeleton optimizations/
40370
new pressure pad sounds
attack heli rotors are louder
updated attack heli MG sound
updated bradley coax MG sound
/main/
40371
Set references to variants
/main/skeleton optimizations/
40372
Bug fix
/main/skeleton optimizations/
40375
Softer ambient wave sounds
Softer foliage rustles
Barefoot footsteps are lighter and less harsh in the high end
Polished collectable resource sounds
/main/
40376
Industrial prop e / additional LOD
/main/LOD_Optimizations/
40378
Powerline_pole_b additional LOD
/main/LOD_Optimizations/
40379
merge from main
/main/double_doors_skinnable/
40380
merge from main
/main/double_doors_skinnable/
40383
merge into main
/main/
40384
Scene & some mats
/main/hdrp/
40385
More office stuff.
Shifted some furniture to keep light count optimized.
/main/hdrp/
40387
Notification setup menu
/main/comp/
40388
content bundle assignment for double door skinnables
/main/
40390
Fixed errors in IOEntity gizmos when viewing as just a client
Fixed NRE's in UpdateCompass when playing without a LocalPlayer
/main/hdrp/
40391
Merge from main
/main/comp/
40392
Moving pipelines
/main/hdrp/
40393
Fixed sheet metal double door mirroring
Enable read/write on a few textures that spit errors on build server
/main/
40394
Update Protobuf CodeGenerator so the ProtocolParser file doesn't get stomped all the time
/main/
40395
Server now requests a server ID and token at boot, notification screen uses it but need a nice way to send it to the client first so WIP
/main/comp/
40397
Fixed wrong tooltip appearing on death marker
/main/map_improvements/
40398
missing files
/main/LOD_Optimizations/
40403
Office buildings - all buildings baked LOD rework
Updated airfield and harbor2 level
/main/LOD_Optimizations/
40404
Runway - baked LODs rework
Updated airfield level
/main/LOD_Optimizations/
40405
Add convar replication (use [ReplicatedVar] attribute)
/main/convar_replication/
40406
Merge from main
/main/map_improvements/
40407
Possible fix for out of array bounds error
/main/map_improvements/
40408
Reduce size of Cargo Ship, Explosion and CH47 markers
/main/map_improvements/
40409
Fixed compass markers not working on horses and some other calculation issues
/main/map_improvements/
40410
Unsaved
/main/map_improvements/
40411
Some safety checks in the sleeping bag buttons
/main/map_improvements/
40412
Forgot a file
/main/convar_replication/
40413
Merge from Main -> Vehicles
/main/vehicles/
40414
Renamed some UI assets
Show team leader notes on the compass
/main/map_improvements/
40415
Doubled radius that sleeping bag clusters form
/main/map_improvements/
40416
Only show one open sleeping bag cluster at a time
/main/map_improvements/
40417
Add save/load for vehicle lift
/main/vehicles/
40418
Merge from main
/main/skeleton optimizations/
40419
Pass weapon info correctly for scientist attacks
Display scientist name in killed by screen
/main/map_improvements/
40420
Reduce maximum number of markers to 1
/main/map_improvements/
40421
Setting up hair prefabs. Deleted some redundant folders.
/main/skeleton optimizations/
40422
Merge from main
/main/instruments/
40423
Merge from map_improvements
/main/
40426
Xylophone prefab setup
/main/instruments/
40427
Added more right hand IK targets to drum kit
/main/instruments/
40431
Fixed two issues with vehicle lift sync to newly connecting clients
/main/vehicles/
40432
Fix new clients not getting the correct on-platform lights
/main/vehicles/
40434
Death screen consistency pass
/main/
40436
Enabled headlerp_inertia by default
/main/
40438
Disable LateUpdate in HDAdditionalLightData and DecalProjector
/main/hdrp/
40439
Satellite Dish - baked LODs rework
/main/LOD_Optimizations/
40444
Disable some moviemaker stuff during benchmark playback
/main/hdrp/
40445
main menu: don't update new alerts every frame
/main/hdrp/
40447
Simplified code
/main/quickloot/water_transfer/
40450
cherry pick 40450
/main/water_transfer/
40452
Disable MovieMaker canvas in benchmark
/main/hdrp/
40453
manifest loadtime test
/main/hdrp/
40454
Shader.WarmupAllShaders test
/main/hdrp/
40456
Shader.WarmupAllShaders crashes - so lets not do that
/main/hdrp/
40459
From code review: Only replicate convars to clients that have successfully authed
Also removed the new Server class and combined it into ServerMgr
/main/convar_replication/
40462
All hair prefabs are set up and references set.
/main/skeleton optimizations/
40463
merge from map_improvments
/main/
40467
Fixed NRE in BaseHelicopterVehicle
/main/hdrp/
40468
Fixed missing edge mask properties in foliage shader
/main/hdrp/
40470
Rocket_factory_crane_arm LODs
/main/LOD_Optimizations/
40471
Big offices
/main/hdrp/
40472
Drop UnityWebRequest cause HttpClient is so much better (and use async instead of coro)
Update to the latest notification api
Send pairing notification
/main/comp/
40473
scrap heli fireballs no longer damage npcs
scrap heli no longer crush-kills npcs
/main/
40474
Office distance cull pass.
Better light player guidance.
/main/hdrp/
40475
fix for tesla coils doing too much damage when spammed on and off quickly enough
/main/
40476
Vehicle editing state work
/main/vehicles/
40477
Merge from main
/main/map_improvements/
40479
added WIP chassis stuff updated prefabs with new model - added WIP chassis stuff updated prefabs with new model
/main/vehicles/
40480
Engine power reduced
/main/vehicles/
40481
Remaining office things
/main/hdrp/
40482
Simplified chassis colliders, fixed fuel storage interaction
/main/vehicles/
40483
HairModel class tidy
/main/skeleton optimizations/
40484
Adjusted chassis, wheel, and fuel tank colliders so vehicles doing sweet powerslides etc etc don't bottom out and get damaged so much.
/main/vehicles/
40485
Rework IK targets to support targets for the regular and sharp versions of a note
/main/instruments/
40486
Reapply changes in 40420 without deleting CreateCorpse
/main/map_improvements/
40487
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Fixed scroll events not getting processed on sleeping bag buttons
/main/map_improvements/
40492
Merge from Vehicles for September's monthly code review.
/main/vehicles/VehiclesCodeReview/
40493
Merge from Main -> Vehicles
/main/vehicles/
40494
Ready for code review, now with merge from the latest in Main
/main/vehicles/VehiclesCodeReview/
40495
Add new animation slots to animator controller
New instrument idle slot that is run when an instrument has been recently played
/main/instruments/
40497
Hooked up and assigned new drum kit IK positions
/main/instruments/
40498
Reassign keybinds in settings
/main/instruments/
40499
Don't show achievements overlay while Map is open (overlaps map buttons)
/main/map_improvements/
40500
merge from map_improvements
/main/
40501
Speed up bootstrap loading
/main/
40502
Bootstrap timings for benchmark
/main/
40504
merge from main
/main/water_transfer/
40506
Building manifest
/main/
40507
merge from main
/main/water_transfer/
40508
2019.3.0b5
/main/hdrp/
40509
Merge from main
/main/hdrp/
40512
Can no longer accidentally drop items in the gap between your belt and inventory.
/main/inventory_belt_gap_nodrop/
40513
Preload shaders
Fixed Lod Bias settings
/main/hdrp/
40517
Benchmark time level loading
/main/hdrp/
40522
BenchmarkTimer in seconds instead of ms
/main/
40525
enableSRPBatcher: 1
/main/hdrp/
40528
Tidied up skin models, removed some un needed stuff
/main/skeleton optimizations/
40535
Skin replacement cleanup, code cleanup
/main/skeleton optimizations/
40536
Bundle loadtime test
/main/hdrp/
40537
Added Tuba lods and materials
/main/instruments/
40538
Fixed blue keycard room on small oilrig not spawning loot on puzzle reset
/main/
40540
added flute anims
/main/instruments/
40546
spas 12 has slightly higher fire rate
shotgun slugs are more accurate and do slightly more damage, but with a 50% falloff at 40m
m92 has slightly slower fire rate
simple sight is now a default blueprint
m39 now available at bandit camp instead of l96
bradley loot crate rebalance, higher chance for L96
bradley is more vulnerable to HV rockets
bradley top turret enabled
removed errant debug.logs
/main/
40555
Jerrycan guitar sounds WIP
/main/instruments/
40556
Fix pairing notification not actually including the payload data
/main/comp/
40557
~m39 cost 400 scrap at bandit
removed debug.logs
/main/
40559
scale movement drag for tesla coil based on heavy/weak shorting
/main/
40560
compile fix
basic horse shoes default bp
advanced horse shoes available at compound
/main/
40561
increased excavator output (750 sulfur, 5000 stone, 2000 metal frags)
/main/
40563
Rocket factory stairs / rocket factory crane beams
Additional LODs
/main/LOD_Optimizations/
40565
touched bradley apc
/main/
40566
Update default note keybinds
/main/instruments/
40567
Initial work on vehicle editing UI, using workbench UI as a placeholder for the moment
/main/vehicles/
40568
Remove offset and rotation fields on instruments for hand props, just use a mesh parented to a transform instead
/main/instruments/
40569
fix for tesla coil effects being default on
/main/
40570
Xylophone icon render and guide mesh
/main/instruments/
40571
Wheel settings edit
/main/vehicles/
40574
Vehicle garage lift area, added non-functional crafting table
/main/vehicles/
40579
New note sfx importer to automate importing large numbers of notes
/main/instruments/
40580
updating wheel model/texture/mat
separated chassis into part for setup (no rig yet), updated the socket position for proportion
/main/vehicles/
40581
updated the chassis entities with the proper parts
/main/vehicles/
40582
Rocket factory stuff
/main/hdrp/
40583
Added inventory item prefabs for every existing vehicle module
/main/vehicles/
40584
Merge from main
/main/map_improvements/
40585
Move compass logic into new UICompass class
/main/map_improvements/
40586
Some more compass cleanup
/main/map_improvements/
40587
Apply an offset to the colour index of team leader markers to make them a different colour (local marker = yellow, team leader marker = blue)
/main/map_improvements/
40588
Tweaked some instrument animation crossfade timings
Fixed animations not playing if the same note was played multiple times
/main/instruments/
40589
Remove some placeholder instruments we're not going to produce
/main/instruments/
40590
merge from map_improvements
/main/
40591
merge from main
/release/
40596
Switch to database2
Move sky settings from BaseSceneSettings to BaseSky
/main/hdrp/
40597
Move the various map elements to unique roots so we can control depth (fixes sleeping bags appearing above sleeping bag clusters)
/main/map_improvements/
40598
Merge from main
/main/skeleton optimizations/
40600
merge from main/hdrp
/main/hdrp/benchmark/
40601
Rocket factory building scaffolding LODs
/main/LOD_Optimizations/
40602
Added diffusion profile material property
/main/hdrp/
40604
changed flute anims used in player controller
/main/instruments/
40607
Giant Excavator - baked LODs rework
/main/LOD_Optimizations/
40608
Run benchmarks via Benchmarking class
/main/hdrp/benchmark/
40610
Rocket factory baked LODs
Scene2Prefab
/main/LOD_Optimizations/
40614
Show BenchmarkInfo
Set benchmark report results
/main/hdrp/benchmark/
40615
merge from map_improvments
/main/
40616
Subtracting 40525 40520 40507 40505 40504 40502 (possibly source of recently introduced client freeze)
/main/
40618
skin and hair
/main/skeleton optimizations/
40620
...
/main/skeleton optimizations/
40624
fix for not being able to mount/lead horses which got stuck during a sprint
/main/
40626
Skin material replacement setup
/main/skeleton optimizations/
40627
Baked LODs for launchsite warehouses
/main/LOD_Optimizations/
40630
fixed horse corpses not despawning until looted once
/main/
40631
Scene & local post profile.
/main/hdrp/
40632
xylophone - player anim and override controller updates
/main/instruments/
40634
tesla coil rapid fire fix
/main/
40635
Foliage shader now SRP compatible
/main/hdrp/
40636
xylophone - updated existing ik targets
/main/instruments/
40637
Scene 2 Prefab
/main/LOD_Optimizations/
40639
merge from main
/release/
40640
WIP sounds+defs for bass guitar, drums, and pvc flute
/main/instruments/
40641
Scene backup
/main/hdrp/
40643
Merge from main
/main/map_improvements/
40644
Convar for command server port, defaults to game server port + 1, set to negative to disable it
/main/comp/
40646
Can now right click anywhere on the map to move the current marker to the position under the cursor
/main/map_improvements/
40647
tesla coil sounds
/main/
40648
Hook up trumpet animations
/main/instruments/
40650
Xylophone hand positions and view position adjustments
/main/instruments/
40651
Hook up bass guitar notes
/main/instruments/
40652
Flute sfx hookup
/main/instruments/
40653
Hooked up cowbell animations
/main/instruments/
40656
Working on a setup for Thai where module model renderers can adapt to appear differently in different slots
/main/vehicles/
40657
Fixed animations and IK triggering for notes that have no sfx hooked up
/main/instruments/
40658
Fix unnecessary Client/Server code in BaseModuleManager
/main/vehicles/VehiclesCodeReview/
40659
WIP driveshaft rig
/main/vehicles/
40661
replaced missing element in chassis3
/main/vehicles/
40662
Adjusted wheel collider positions to match Thai's new models
/main/vehicles/
40664
Send the player token with the pairing notification
/main/comp/
40665
Bit of a hack to get module sockets working again, will fix this properly soon
/main/vehicles/
40666
Implemented SocketIsFree method
/main/vehicles/
40668
Hold playing animations while a note is being held down
/main/instruments/
40669
Fixed light toggle button not affecting the held flashlight
/main/flashlight_toggle/
40670
merge from map_improvments
/main/
40671
merge from main
/release/
40675
More work on the configurable module models for Thai. Nearly done now.
/main/vehicles/
40677
Make model settings collapsible in inspector
/main/vehicles/
40678
Fix compile errors
/main/vehicles/
40679
Extra null check
/main/vehicles/
40680
merged from benchmark
/main/hdrp/
40686
Cherrypick from 39884
/main/LOD_Optimizations/
40687
Cherrypick from 39920
/main/LOD_Optimizations/
40688
Cherrypick from 40097
/main/LOD_Optimizations/
40692
Lightpost_a,b - baked LODs rework
/main/LOD_Optimizations/
40698
Fixed LODGroups not getting cleaned up
/main/skeleton optimizations/
40700
TerrainAnchor extents / offset are scaled by object scale
/main/procedural_cliffs/
40702
Skin material replacements
/main/skeleton optimizations/
40703
ProceduralCliffTest scene + test assets
/main/procedural_cliffs/
40704
Wrong material set on skin variant
/main/skeleton optimizations/
40705
Whitespace
/main/skeleton optimizations/
40707
Cherry picking 40701, 40702 & 40704
/main/hdrp/
40708
Procmap Powerlines - baked LODs rework
/main/LOD_Optimizations/
40710
Cherry picking 40712 & 40713
/main/hdrp/
40714
merge from main
/release/
40716
Fixed some decals spawning sidewards (HDRP IVersionable ordeal)
Decals Test scene
/main/hdrp/
40717
Footstep decal rotate
/main/hdrp/
40718
Fixed editor constantly writing changes when selecting a prefab asset. Scene camera only updates when editing a prefab instance.
/main/RendererLOD inspector/
40724
cherrypicking 40724
/main/LOD_Optimizations/
40725
Camera movement works in prefab staging scene
/main/RendererLOD inspector/
40726
xylo anims and ik targets update
/main/instruments/
40727
trumpet - updated clip names, updated override controller
/main/instruments/
40729
Search for best solution instead of first solution
/main/procedural_cliffs/
40730
Cherry picking 40730 & 40731
/main/hdrp/
40732
Merge from main
/main/map_improvements/
40734
~skin approval
double door PropRenders
/main/
40737
fixed bradley sometimes not moving
/main/
40738
ammo info fix for thrown melee weapons
/main/
40742
Fix achievements UI opening after closing map screen on custom servers
Fixed achievements UI open sfx being played after closing the map every time
/main/map_improvements/
40743
Fixed not being able to open the map in spectator mode
/main/map_improvements/
40744
Added some more checks to limit markers to 1
/main/map_improvements/
40745
Fixed weird tooltip hover location on map markers
/main/map_improvements/
40746
Added 3 more instrument playing animation slots and associated enums
/main/instruments/
40747
merge from map_improvments
/main/
40748
Working on modular vehicle inventory (module sockets)
/main/vehicles/
40749
Merge from main
/main/instruments/
40750
Scene & local volume
/main/hdrp/
40751
Fixed animations playing forever on single note instruments (cowbell looping fix)
/main/instruments/
40752
Adjust chassis colliders to match Thai's new models
/main/vehicles/
40753
Move held prop handling to LateUpdate
/main/instruments/
40754
Instruments that can't play multiple notes can't play a new note until the current note is released
/main/instruments/
40755
Interior volume matrix.
/main/hdrp/
40756
HQM Horse shoe price increase
/main/
40760
Expose HDRP.DecalSystem
/main/hdrp/
40761
AssetGallery script
/main/hdrp/
40762
~ Bradley loot crate spawn probability tweaks
/main/
40764
merge from main
/release/
40765
~ Cherry picking 40766
/main/hdrp/
40767
Better distance lighthouse LODs
/main/LOD_Optimizations/
40768
cherrypicking 40726
/main/LOD_Optimizations/
40771
added inventory.quickcraftdelay as convar
/main/qc_delay_convar/
40772
Merge from main
/main/skeleton optimizations/
40773
Rename DecalRecycle to Decal
Strip HDRP DecalProjector from effect decals
/main/hdrp/
40774
Fixed compiler error
/main/hdrp/
40775
ProjectSettings fix
/main/hdrp/
40777
Supermarket / better distance LOD
/main/LOD_Optimizations/
40780
Settings update
/main/hdrp/
40782
This commit was hidden by Facepunch.
Sewer Drainwalls - baked LODs rework
/main/LOD_Optimizations/
40785
~ Updated terrain revamp scene to use PlaceCliffs
/main/hdrp/
40787
~ Cherry picking 40786
/main/hdrp/
40789
Workshop skin fixes
/main/skeleton optimizations/
40790
Properly killing LODGroup
/main/skeleton optimizations/
40791
Scene2Prefab
/main/LOD_Optimizations/
40792
This commit was hidden by Facepunch.
Fixed renderer resetting and skin issue
/main/skeleton optimizations/
40794
anim and override updates, re-populated slots on main player animator
/main/instruments/
40800
30% darker albedo on tier2 metal doors
/main/
40804
Xylobones audio files and sound defs
/main/instruments/
40805
Scene & prefab tweaks.
/main/hdrp/
40807
Scene2Prefab excavator
/main/LOD_Optimizations/
40810
Fuel tanks / Additional LODs
/main/LOD_Optimizations/
40812
Skeleton arms and cursed cauldron LOD optimization
/main/LOD_Optimizations/
40813
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Scene backup
/main/hdrp/
40816
Fixes, scene & s2p
/main/hdrp/
40817
Remove the old building info and entity info code - new IO entity auth method
/main/comp/
40818
Merge from main
/main/comp/
40819
New entity info command, allow it to have different payloads per entity type
/main/comp/
40820
Merge from main
/main/io_renaming/
40821
Require hammer or wire tool to rename
/main/io_renaming/
40822
Remove an old change that isn't required anymore
/main/io_renaming/
40823
Entity pairing notification, moved new entities to electrical category too
/main/comp/
40824
Merge from main
/main/map_improvements/
40825
Merge from main
/main/instruments/
40826
Smarter way of doing local volumes.
S2P.
/main/hdrp/
40827
Hooked up drum sit anim
/main/instruments/
40829
Missed one area.
/main/hdrp/
40830
Xylobone note hookup
/main/instruments/
40831
This commit was hidden by Facepunch.
Add an option to IO entities so paired devices can be cleared (generates a new token for it)
/main/comp/
40833
Instruments inventory loadout option
/main/instruments/
40834
New "fun" category for Items
Move all instruments into new category
/main/instruments/
40835
This commit was hidden by Facepunch.
Disable repeat animations and add an animation idle delay, used on flute for better state management
/main/instruments/
40837
Fixed IK targets PropertyAttribute taking input over the following control in the inspector
/main/instruments/
40839
Enabled animation flags for drum kit
/main/instruments/
40840
Disable repeat animations and increase idle delay on trumpet
/main/instruments/
40841
Fixed incorrectly assigned animations on cowbell
/main/instruments/
40842
Fixed tambourine animations
/main/instruments/
40843
truck cabin material assignment fixes
/main/LOD_Optimizations/
40845
Fixed overrides on harbor_a train crane breaking recent changes
/main/LOD_Optimizations/
40847
Updated junkpile_a prefab's car wreck
/main/LOD_Optimizations/
40848
Dropped a LOD on a majority of industrial buildings, watch towers, overpasses
/main/LOD_Optimizations/
40849
Scene2Prefab
/main/LOD_Optimizations/
40850
2019.3.0b6
/main/hdrp/
40852
Major refactor to make the module manager a sub-entity, letting it do its own entity methods etc. Also setting up for the module inventory being the major determiner of which modules are on the vehicle. Some things currently a little broken, but all is compiling.
/main/vehicles/
40853
Removing shadow setting, RendererInfo resets it.
/main/skeleton optimizations/
40854
Merge from main
/main/skeleton optimizations/
40855
Bit of tidy up, caching some hair stuff on wearable.
/main/skeleton optimizations/
40857
Added IDeployable.
ItemModDeployable checks for and uses IDeployable.
Changed TC auto auth to use IDeployable.
Wip codelock stuff
/main/codelock_defaults/
40862
Fix vehicle modules not being added on client. Vehicles are driveable again.
/main/vehicles/
40865
Diesel engine baked LOD
/main/LOD_Optimizations/
40866
Rocket factory exterior. Fixed stretched uvs on second LOD
/main/LOD_Optimizations/
40867
tambourine anim loop fix
/main/instruments/
40868
rigged trumpet, added to holdtype prefab
/main/instruments/
40869
Prevent duplicate player tokens from being generated
/main/comp/
40872
Tambourine audio + sound defs
/main/instruments/
40873
Added Biome Tint SF
/main/hdrp/
40875
Added LitBlendLayer and LitBlendLayer-Spec
/main/hdrp/
40876
Scene & profiles
/main/hdrp/
40877
Fixed sleeping bag cooldowns getting out of sync when closing and reopening the death screen with escape
/main/map_improvements/
40878
Hooked up tambourine sound
/main/instruments/
40879
This commit was hidden by Facepunch.
Can override playing position of a note for better spatial audio (setup on drums)
/main/instruments/
40881
Added support for an instrument animator, hooked up on trumpet. Identical animator configuration and parameters to regular player animator.
/main/instruments/
40882
Cleaning up bugs, working on item support and editing UI. Save socket info on the item instead of the module so we can handle double socket items. Some renaming.
/main/vehicles/
40883
Don't spawn view models for held instruments
Added deploy sound defs for all of the new held instruments
Added mount sound defs for all the new mountable instruments
/main/instruments/
40884
Xylophone audio note positions
Piano audio note positions
/main/instruments/
40885
Clean out some old sound definitions
/main/instruments/
40886
Fixed wrong collider layer and incorrect bounds on piano, xylophone, drum kit
Mountable instruments can now be destroyed
/main/instruments/
40887
Added missing animation slots on Instrument Animator
/main/instruments/
40888
added 2 remaining note clips to rigged trumpet and instrument animator
/main/instruments/
40890
Slight tidy
/main/skeleton optimizations/
40891
Some initial cleanup/ground work.
/main/chat_improvements/
40893
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Group chat ground work
/main/chat_improvements/
40896
Added Biome Tint Layer SF
/main/hdrp/
40898
Perf scaling preparations for BlendLayer shaders
/main/hdrp/
40899
Improved dredge LODs
Bandit town scene2prefab
/main/LOD_Optimizations/
40902
Basic chat channel functionality. Basic tab client channel switch functionality.
/main/chat_improvements/
40904
adding xylo gibs
/main/instruments/
40906
Updated ASE to 1.7.1; fixes SF directive display
/main/hdrp/
40908
Fixed emission on blend layer shaders
/main/hdrp/
40909
tuba player anims, override controller, re-parented to spine4 instead of left hand, re-positioned holdtype
/main/instruments/
40913
more wip
/main/chat_improvements/
40914
Launch site silo / Better LODs
/main/LOD_Optimizations/
40915
This commit was hidden by Facepunch.
Fix build compile error
/main/instruments/
40917
Merge from Main -> Vehicles
/main/vehicles/
40918
Xylophone position tweaks
Exposed deployable hand animation layer toggle, enabled on drums, disabled on the rest
Hooked up DLC app id
/main/instruments/
40919
Warehouse & S2P
Supermarket fix.
/main/hdrp/
40920
Water treatment setup
/main/hdrp/
40921
Static refinery fix
/main/hdrp/
40922
Imported properties from main for materials using blend layer shaders
/main/hdrp/
40924
Possibly fixed notes not stopping on other clients
Fixed picking up Drums/Xylo/Piano adding chair to inventory
Fixed exception when setting up a keybind for new instrument binds
/main/instruments/
40927
Fix driver seat setting in the scrap transport heli
/main/vehicles/
40929
Better fix for scrap transport heli
/main/vehicles/
40930
Fix bad merge issues with mount points on other vehicles as well
/main/vehicles/
40931
Make horse driveable too
/main/vehicles/
40932
Added current channel display to chat input box, updates with channel change.
/main/chat_improvements/
40935
Backporting modular benchmarks
/main/
40936
Steering wheel and player's arms on steering wheel now animate. Any module can now modify the player model
/main/vehicles/
40938
more
/main/chat_improvements/
40941
Unpacked prefabs in Excavator_Yaw to avoid unity fucking it up
/main/LOD_Optimizations/
40944
Tag team chat entries with [TEAM], set colour to match other team elements.
/main/chat_improvements/
40945
covers baked LODs, more aggressive distances
/main/LOD_Optimizations/
40946
This commit was hidden by Facepunch.
Fix notification permission toggling generating a new steam ticket
/main/comp/
40951
powerline poles baked LODs, more aggressive distances
/main/LOD_Optimizations/
40956
Added Rust.Demo
Added "demo.jump" (jump to time in demo)
Added "demo.skip" (skip x seconds in demo, use negative to go backwards)
/main/
40960
Removing unused meshes/materials/textures
/main/LOD_Optimizations/
40962
Scene2Prefab
/main/LOD_Optimizations/
40964
Added ui.autoswitchchannel bool convar. Only auto-switch chat channels if it's enabled. Always auto-switch away from team chat when leaving a group, regardless.
/main/chat_improvements/
40967
UGUI/TMP as packages
/main/UiCoup/
40968
Hooked up ui.autoswitchchannel in the interface options
/main/chat_improvements/
40969
Add a local team channel feedback message when you invite a player to your team.
/main/chat_improvements/
40971
updated player tuba anims
rigged tuba, added to holdtype
/main/instruments/
40974
Some utilities to convert monuments to a potentially more efficient format.
/main/monument_optimisation_test/
40977
Changed foliage shadergui to HDbase
/main/hdrp/
40978
This commit was hidden by Facepunch.
Add "Use Thickness as Inverted Normal Scale Mask" toggle and "Smoothness Scale" to foliage shader
/main/hdrp/
40980
Refactoring module add
/main/vehicles/
40981
Tuba animator hookup + override
/main/instruments/
40982
Playing a new note on an instrument that only supports one note at a time now stops the old note
/main/instruments/
40984
Crossfade animation tweaks
/main/instruments/
40985
Added Fun category to crafting menu
Fixed Jerry Can Guitar not appearing in crafting menu
/main/instruments/
40986
This commit was hidden by Facepunch.
Setting up modular systems to work with the socket inventory
/main/vehicles/
40988
Random modular vehicle spawns now working with the new system
/main/vehicles/
40989
Instrument descriptions
/main/instruments/
40990
Linking module item, dummy item, and physical entity data together, and getting removal working.
/main/vehicles/
40991
Vehicle modules show up in the editing UI
/main/vehicles/
40992
Correctly end vehicle module UI editing when player closes it
/main/vehicles/
40993
Fixed dummy slot items not being added
/main/vehicles/
40994
This commit was hidden by Facepunch.
Water treatment volumes & fixes.
S2P
/main/hdrp/
40998
Fixed several issues with adding and removing modules
/main/vehicles/
41000
Moving Filesystem class to Filesystem module
/main/UiCoup/
41001
Deleted unused duplicate SingletonComponent
/main/UiCoup/
41003
Move ColorEx to Facepunch.UnityEngine
/main/UiCoup/
41004
Added RectTransformEx
Added VectorEx functions
Added BoundsEx functions
Added SingletonComponent.InitializeSingletons( go )
/main/UiCoup/
41007
Added Rust.UI
/main/UiCoup/
41008
Gas station new volume style
/main/hdrp/
41013
Added support for MeshCull conversion.
/main/monument_optimisation_test/
41015
Sat dish scene & s2p
Nixed deprecated script from mercury ceilings.
/main/hdrp/
41016
This commit was hidden by Facepunch.
Added some more conversion routines.
/main/monument_optimisation_test/
41018
Updated cargoship prefab LODs, fixed some Mast material assignments
/main/LOD_Optimizations/
41022
Subtract 40962
/main/LOD_Optimizations/
41023
Removing unused meshes/materials/textures
/main/LOD_Optimizations/
41025
Icon enum cleanup
/main/UiCoup/
41029
Sphere tank profile & scene
/main/hdrp/
41030
Strip TextMeshPro sprite bullshit
/main/UiCoup/
41032
Stripped TMP StyleSheet BullSheet
/main/UiCoup/
41035
Added some routines to clean up unneeded stuff
/main/monument_optimisation_test/
41037
Merged from main/UICoup
/main/
41042
This commit was hidden by Facepunch.
Initial player chat muting functionality. Bunch of mute related console functions. Also maintains a list of the last 10 unique recent chat players with a simple index, so you can mute someone easily with muterecent x.
/main/chat_improvements/
41051
enabled halloween event
/main/Halloween_2019/
41052
rigged drumkit and clips
/main/instruments/
41053
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Drum kit animator setup
/main/instruments/
41056
This commit was hidden by Facepunch.
- Adjust vehicle lift states
- Adjust vehicle lift model
- Freeze vehicle physics when vehicle is editable
- Protocol++, Save++
/main/vehicles/
41058
This commit was hidden by Facepunch.
Fixed some instrument animations playing on the wrong layer
/main/instruments/
41060
More code to strip out unused stuff after conversion.
/main/monument_optimisation_test/
41061
This commit was hidden by Facepunch.
Cleanup
Remove old flute sound files
/main/instruments/
41064
Sphere tank scene & s2p
Prefab scale fix
/main/hdrp/
41066
Added isDraggable setting which if false, sets items as non-draggable. Dummy slot fillers are no longer draggable.
/main/vehicles/
41067
Merge from main
/main/map_improvements/
41068
Merge from main
/main/fleck_websocket/
41069
Beefed up the isDraggable to a more general isUIInteractable. If false, prevents any UI-based interaction with the item. Drags, clicks, etc.
/main/vehicles/
41071
Fix client compile issue
/main/vehicles/
41072
This commit was hidden by Facepunch.
WIP Vending machine cluster marker
/main/map_improvements/
41074
merge from main
/main/LOD_Optimizations/
41075
Chair static distance sanity check
/main/LOD_Optimizations/
41077
Slightly more oversteer
/main/vehicles/
41078
Cherrypicking 40878 Fixed sleeping bag cooldowns getting out of sync when closing and reopening the death screen with escape
/main/
41079
merge from 40772 qc_delay_conva
/main/
41080
This commit was hidden by Facepunch.
Fixed exception in text editor
Added button to convert from TMP to RustText
/main/
41088
Removing unused art content (sewer_drain and oilrig greybox models)
/main/LOD_Optimizations/
41097
updated modding scene/txt
/main/LOD_Optimizations/
41098
merge from main
/main/monument_optimisation_test/
41100
subtract
/main/monument_optimisation_test/
41106
Static optimisations now work
/main/monument_optimisation_test/
41109
Removing unused prefabs (greybox and deprecated empty prefabs)
/main/LOD_Optimizations/
41112
Removed empty or missing prefabs from these levels
/main/LOD_Optimizations/
41113
wip chat right-click popup player menu
/main/chat_improvements/
41117
Button to absorb LocalizeText component
Phrase generation searches for ILocalize on components
/main/
41120
Fix steamid parsing incorrectly in webrcon chat view
/main/
41121
Chat popup menu options to mute/unmute, invite to team, view steam profile.
/main/chat_improvements/
41123
Swamp trees packed map
/main/hdrp/
41127
rigged trumpet and tuba anim updates
/main/instruments/
41132
This commit was hidden by Facepunch.
Can now save and load generated data.
/main/monument_optimisation_test/
41134
basket viewmodel improvements
/main/Halloween_2019/
41135
This commit was hidden by Facepunch.
Merge from main
/main/comp/
41137
merge from main
/main/Halloween_2019/
41139
Updated biome tint later SF
Fixed lit blend layer shaders using the wrong biome tint splat index
/main/hdrp/
41140
Updated ASE to 1.7.1.02
/main/hdrp/
41141
Added LitBlend4Way and LitBlend4Way-Spec
/main/hdrp/
41143
This commit was hidden by Facepunch.
~improved leaderboard
candy projectile work and effects
trick or treat fixes
/main/Halloween_2019/
41146
Cleaner loading
/main/monument_optimisation_test/
41147
Powerplant backup
/main/hdrp/
41148
More powerplant
/main/hdrp/
41149
Add Pool.FreeDynamic to return objects to the pool using their runtime type (only required for polymorphic types)
/main/comp/
41150
Update to new websocket lib
Fix some pooling issues
/main/comp/
41151
A few fixes
/main/monument_optimisation_test/
41152
Fixed remaining issues with blend 4way shaders (normal mixing and fallback specgloss properties)
/main/hdrp/
41155
~Added FindMaterialsUsingShader tool option to transfer material properties to external projects (editor only)
/main/
41157
Cherry picked and merged 41157
/main/hdrp/
41158
Throttle command dispatching
Add rate limiting for incoming commands
Player authentication is now mandatory
Another pooling fix
/main/comp/
41159
Make player token required in protos
/main/comp/
41160
Merge from main
/main/convar_replication/
41161
Merge from Main -> Vehicles
/main/vehicles/
41162
Remove module manager partial class, merge it into the main one.
/main/vehicles/
41163
Some script reorganisation
Fixed default LMB/RMB notes not working on some instruments
Fixed cowbell issues
Fixed piano IK errors
Show hand animation layer on piano
Fixed missing albedo on bass guitar material
/main/instruments/
41164
Clean out old InstrumentEffect class and prefabs
Better note responsiveness on tambourine
Fix wrong camera perspective when holding an instrument and using a static instrument
/main/instruments/
41165
Refctor some module manager inventory code into a separate class
/main/vehicles/
41166
Better eye rotation values when in third person
/main/instruments/
41168
Compile fix
/main/instruments/
41169
Vehicle lift model edit
/main/vehicles/
41170
Add console commands to enable/disable notifications for a server
/main/comp/
41171
Make tuba a hold/looping instrument
Better normalized anim target on flute
/main/instruments/
41172
Exposed crossfade speed, set to 0.05 on tuba
/main/instruments/
41173
Applied speed changes to the rest of the instruments
/main/instruments/
41174
Merge from main
/main/instruments/
41175
This commit was hidden by Facepunch.
merge from targetframerate_fix
/main/
41177
merge from main
/main/chat_improvements/
41178
Merge from convar_replication
/main/
41179
Fixed bent palm trees impostors lacking accuracy (especially noticeable when flying), using custom made impostors for such trees
/main/LOD_Optimizations/
41180
added chat.clear console command.
added"Clear Chat" option to the chat popup menu.
/main/chat_improvements/
41181
Fixed ItemIcon shader not adhering to Mask2D
/main/
41182
...or the server
/main/chat_improvements/
41184
Fix centre of mass calculation bugs and issues with moving modules
/main/vehicles/
41186
Vehicle test map minor edit
/main/vehicles/
41187
Powerplant backup
Road cone material translucent because mah immersion
/main/hdrp/
41190
Merge from main
/main/comp/
41193
Added Right to RustLayout
/main/reportui/
41195
RustLayout can reverse order
/main/reportui/
41197
Merge from main again
/main/comp/
41199
Mute list is now saved as json, stores some extra info.
/main/chat_improvements/
41201
Make the default command server port never overlap with the game or rcon
/main/comp/
41202
Can now transform monuments, fixed a few issues with saving.
/main/monument_optimisation_test/
41203
Scene backup
/main/hdrp/
41205
Tugboat has baked LODs from LOD2
/main/LOD_Optimizations/
41207
use basic material instead of blend on barge charcoal
/main/LOD_Optimizations/
41208
view and clear mute list commands
/main/chat_improvements/
41210
Added RustControl.SetDisabled
Fixed Dropdown Icons
Fixed Dropdown not firing change event
Added styles to Menu Control
Added styles to RustInput (:pressed is :active)
/main/reportui/
41211
Scene & some mats.
/main/hdrp/
41213
Dropdown highlight current selected option
Don't allow click button if disabled
/main/reportui/
41214
Fixed friend list ordering backwards to what was intended
/main/reportui/
41216
Better mute name handling
/main/chat_improvements/
41217
piano updates
/main/instruments/
41219
Fix the chat input not closing when losing focus (left/right clicking etc) but remaining open without being active, which left you stuck unable to move or chat without re-clicking the input field.
/main/chat_improvements/
41221
Temporary IP ban people who flood the command server
Automatically cleanup expired bans and token buckets
/main/comp/
41224
Overgrowth test for Diogo
/main/hdrp/
41225
Moved the player token into the sqlite backed persistence (separate db so it doesn't get wiped)
Handle the case where the player's token is valid but they have been destroyed
Made those tokens int32 instead of uint32
/main/comp/
41226
network++
/main/Halloween_2019/
41229
Always update terrain globals in editor, even when playing
/main/hdrp/
41230
Comment edit only
/main/vehicles/
41231
This commit was hidden by Facepunch.
Updated Lit template to ensure exact matching gbuffer output with HDRP/Lit
/main/hdrp/
41235
Fixed normal issues in Foliage shader; now outputs gradients to match Lit
/main/hdrp/
41236
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Merge from main
/main/map_improvements/
41240
Looking at converting a few routines to jobs.
/main/monument_optimisation_test/
41241
Can expand/shrink vending machine cluster marker like sleeping bags
/main/map_improvements/
41242
Send a notification to players when they're offline and get killed by something
/main/comp/
41244
Simple method to slow down reverse speed. Could be improved since it also lowers torque
/main/vehicles/
41245
Allow custom distance for loot interaction, letting vehicle editing position checks happen, but with a greater distance allowance than usual.
/main/vehicles/
41246
Better settings system for module model appearance
/main/vehicles/
41247
This commit was hidden by Facepunch.
When attempting to equip a clothing item directly from the belt bar, give priority to consume action if it is edible and also consumable (pumpkin etc)
/main/belt_equip_clothing/
41249
Power substations have baked LODs from LOD2
/main/LOD_Optimizations/
41250
Bus stop has baked LODs
/main/LOD_Optimizations/
41251
network++
/main/Halloween_2019/
41252
Checkpoint has baked LODs
/main/LOD_Optimizations/
41253
merge from belt_equip_clothing
/main/
41256
Can now specify module renderers to show/hide depending on the module's position on a vehicle
/main/vehicles/
41258
Dual socket test module edit
/main/vehicles/
41261
Remaining topside & volumes
/main/hdrp/
41264
scrollwheel fix
/main/belt_equip_clothing/
41268
merge from belt_equip_clothing
/main/
41270
antenae_a has baked LODs
/main/LOD_Optimizations/
41271
Powerplant & S2P
/main/hdrp/
41273
Skins can replace meshes (experimental)
/main/
41274
watchtower_a has baked LODs (is quarry wooden watchtower and also deployable)
/main/LOD_Optimizations/
41275
trashbag_pile_a has baked LODs
/main/LOD_Optimizations/
41276
Excavator prep & mat fixes.
/main/hdrp/
41278
Launch site rocket elements baked LODs
/main/LOD_Optimizations/
41279
Digger vehicles & dump trucks.
More excavator materials.
Scene backup.
/main/hdrp/
41285
Dump Truck B fixes.
Excavator cables don't shadow because ugly w/volumetrics.
Cleaned excavator_yaw.prefab
/main/hdrp/
41288
Launch site rocket_wagon baked LODs
/main/LOD_Optimizations/
41290
Better saving + export. Jobified the monument transforming code.
/main/monument_optimisation_test/
41292
Update Fleck with some fixes for console spam, also add redundant checks in the RCon listener to make sure nothing slips by
/main/
41293
material edits
/main/LOD_Optimizations/
41296
Bandit town and swamp cabin were not labelled scene2prefab
/main/LOD_Optimizations/
41297
Scene2Prefab
/main/LOD_Optimizations/
41300
piano updates
/main/instruments/
41301
This commit was hidden by Facepunch.
Fixed export to wrong path
/main/monument_optimisation_test/
41303
Added new diffusion profiles to HDRP assets
/main/hdrp/
41304
Adjusting dual socket test module model
/main/vehicles/
41305
Adjust test model textures
/main/vehicles/
41306
Grass material tweaks
/main/hdrp/
41307
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Allow restricting model visuals to e.g. "show only if NOT wheels".
/main/vehicles/
41311
Test module edits
/main/vehicles/
41312
Lowered piano hand lerp speed
Fixed xylophone dismount positions
/main/instruments/
41313
Fixed toggle buttons being hard to click
/main/vehicles/
41315
Comments, plus test module update
/main/vehicles/
41316
Shrunk the size of crafting buttons to fit new category (was 37px, now 33px)
/main/instruments/
41317
WIP fix for players sometimes being removed from teams when they die
/main/team_drop_fix/
41318
Fixed modules that were missing model settings and rebuilt manifest.
/main/vehicles/
41319
Move show model/hide model methods
/main/vehicles/
41321
Fixed death screen not populating properly when loading into a game where the player is dead
Client now requests respawn info if dead
/main/map_improvements/
41322
Better raycast targets on vending machine cluster
/main/map_improvements/
41323
Basic working health sync between physical modules and their items
/main/vehicles/
41324
Better marker scaling
/main/map_improvements/
41325
RustEditor can now scroll
Fixed game not starting in editor if the selected inventory override does not exist (like when switching between branches with different inventories)
/main/instruments/
41326
This commit was hidden by Facepunch.
merge from Halloween_2019
/main/
41328
Fix client compilation
/main/vehicles/
41329
Restored demo.timescale
/main/
41330
~ Restore ProjectVersion.txt
/main/
41333
Scene & mat
/main/hdrp/
41334
Death screen report open new dialog
/main/reportui/
41335
Report to api
/main/reportui/
41336
Nicer result text
Subject needed
/main/reportui/
41338
Updated biome tint SF + added biome tint masked SF
Tweaked shore wetness SF
Regen all shaders
/main/hdrp/
41342
Fixed errors in Cliff shader
/main/hdrp/
41346
bandit_town S2P
/main/LOD_Optimizations/
41350
F7 opens new report dialog instead of website
/main/reportui/
41359
usability tweaks
/main/chat_improvements/
41362
Remove debug code that I realised was there as soon as I pressed commit
/main/reportui/
41364
Save player names so the teams UI can always show the correct name of dead players (instead of "DEAD")
/main/team_drop_fix/
41365
Don't show self in friends list
Don't allow multiple UIDialog's to be open
Disable IncludeRecentlyPlayedWith until we have GetFriendCoplayGame in steamworks
Fixed scrolllist sensitivity
/main/reportui/
41368
Don't hide death screen when opening report dialogs
/main/reportui/
41369
Show player that last killed us first in the report list
/main/reportui/
41370
More chat/chat popup behaviour tweaks and polish, handle closing the chat/menu nicely when clicking away/losing focus, etc.
/main/chat_improvements/
41372
Send a message to the server/rcon on report
/main/reportui/
41373
merge from main
/main/chat_improvements/
41375
Hooked up report player function to chat popup menu
/main/chat_improvements/
41377
Added "HDRP/Custom/Lit Base" shader
Added "HDRP/Custom/Lit Base (Specular)" shader
/main/hdrp/
41379
Fix for chat popup menu elements getting input blocked by the team panel if you click the lowest chat message
/main/chat_improvements/
41383
Scene backup
/main/hdrp/
41385
merge from main
/main/monument_benchmark/
41394
merge from main
/main/Halloween_2019/
41395
transition blend timing on instrument playing section of player controller tweaked
/main/instruments/
41402
This commit was hidden by Facepunch.
~ASE feature toggle
/main/hdrp/
41407
Added particle accum SF (wip)
Updated LitBase-spec (wip)
Updated triplanar.hlsl and added normals.hlsl
/main/hdrp/
41408
LS material changes
/main/LOD_Optimizations/
41409
This commit was hidden by Facepunch.
Overgrowth material tweaks
Tree color tweaks
/main/hdrp/
41411
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Offset camera while in third person and moving based on current movement
/main/instruments/
41415
This commit was hidden by Facepunch.
Collision damage now routes to the appropriate module, not just the chassis
/main/vehicles/
41418
This commit was hidden by Facepunch.
Rate limit pairing and alarms
/main/comp/
41420
This commit was hidden by Facepunch.
Fixed some rotation math issues in the new camera offset
/main/instruments/
41422
Merge from main
/main/comp/
41423
Revert tool cupboard and MenuUI changes
/main/comp/
41424
This commit was hidden by Facepunch.
Lock interact crosshair to centre of screen in third person
/main/instruments/
41426
Some cleanup
Fixed notes still playing when instrument is put away/dismounted
/main/instruments/
41427
Unsaved
/main/instruments/
41428
Add the entities back
/main/comp/entities/
41430
Add OpenBrowserToDLC method for new UI
/main/instruments/
41431
Merge from main
/main/map_improvements/
41432
Map can now be interacted with while spectating
/main/map_improvements/
41433
oops
/main/chat_improvements/
41440
Biome tint mask fix in foliage shader
/main/hdrp/
41443
This commit was hidden by Facepunch.
Some clean up, switched all the console commands to use ReplyWith and stringbuilder
/main/chat_improvements/
41449
Instagram link
/main/
41450
merge from main
/main/chat_improvements/
41452
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Cleanup for pairing rate limiting
/main/comp/
41458
Scene2Prefab
/main/LOD_Optimizations/
41461
Turned off shadow casting for some of the lower LOD renderers
/main/monument_optimisation_test/
41462
merge from main
/main/LOD_Optimizations/
41467
MT S2P
/main/LOD_Optimizations/
41470
Merge from main
/main/skeleton optimizations/
41474
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
WIP car part blockout
/main/vehicles/
41485
WIP module display setup
/main/vehicles/
41487
player guitar chord anims
/main/instruments/
41488
Fixed error spam on ragdoll
/main/skeleton optimizations/
41489
stuff
/main/Halloween_2019/surgeon/
41490
This commit was hidden by Facepunch.
Moved some notification code out of BasePlayer, send more info with the login one
/main/comp/
41495
This commit was hidden by Facepunch.
Updated biome tint SFs + update shaders
/main/hdrp/
41498
Added diffusion profile property to foliage billboard shader
/main/hdrp/
41499
merge into main
/main/
41501
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
merge into main
/main/
41506
Improved association between item health and module entity health.
Stopped showing entity start health in inspector since it's based on the module.
Fixed module damage FX not showing up properly after damaging.
/main/vehicles/
41507
Hooked up new guitar chord animations on Bass guitar
Added a new BoneAligner component that positions a transform half way between two bones
Added an InstrumentToolGuitar with some custom logic to enable a guitar mesh during deployment and then switch to an aligned mesh once the deploy is complete
/main/instruments/
41508
massive manifest/bundle assignment commit, revert me if I screw up
/main/
41510
Update acoustic guitar with new guitar animations
/main/instruments/
41511
Jerry can guitar animation hookup
/main/instruments/
41512
This commit was hidden by Facepunch.
~Can now repair modules directly from the vehicle garage UI.
Some RepairBench methods are now static so that the garage UI can use the same methods.
Had to remove the module managers from the Rust.Modular namespace because RpcCalls.cs hates namespaces.
Split BaseModuleManager into .Client and .Server subs.
/main/vehicles/
41516
Updated NoteSfxImporter to import and assign notes to Instruments
Updated notes on Jerry Can Guitar
/main/instruments/
41517
Don't switch camera perspective if dismounting while playing a third person instrument
/main/instruments/
41518
Immediately enable the bone aligned guitar if switching from another guitar
/main/instruments/
41519
Merge from Main -> Vehicles
/main/vehicles/
41520
Network++
Phrases
/main/
41523
merge from main
/release/
41524
~ delete unused meta files
/main/
41525
wip merge from main
/main/quickloot/mergefrommain/
41529
Subtracted 41407
/main/hdrp/
41532
Editor Menu option to toggle manifest debug/localhost
/main/accountalerts/
41535
merge from merge merge
/main/quickloot/
41536
Get account notices on startup
/main/accountalerts/
41537
merge from main
/main/lockers/
41538
Updated shore wetness and particle accum SFs
Updated triplanar utils
Regen all shaders for sampling macros
/main/hdrp/
41540
Excavator Yawer
/main/hdrp/
41543
~ disabled mipmaps on instagram logo (UI consistency)
/main/
41545
Added Rust.UI.Video control
/main/hero/
41546
fix for ragdoll's eyes popping out
/main/RagdollEyefix/
41548
Assigned diffusion profiles to tree and bush billboards
Tons of various color, material and texture tweaks to foliage to make it look better in HDRP
/main/hdrp/
41549
Added HDRP/Custom/LitWire shader (testing) + updated cable mat
/main/hdrp/
41550
Hero prefab
/main/hero/
41554
This commit was hidden by Facepunch.
merge from main
/release/
41562
Merge from main
/main/monument_optimisation_test/
41563
This commit was hidden by Facepunch.
tweaked guitar position in prefab
/main/instruments/
41569
This commit was hidden by Facepunch.
Cherrypick
/main/monument_optimisation_test/
41572
Scene backup & prefabs.
/main/hdrp/
41573
Added AO channel to foliage shader via tint mask
/main/hdrp/
41574
Merge from main
/main/comp/
41575
Scene backup.
File cleanup & naming consistency.
New backup generator lightbox kitbash.
/main/hdrp/
41576
merge from LOD_Optimizations
/main/
41577
Only send team notifications to offline team members
/main/comp/
41579
Fixed LitWire shader not fading properly + added smoothness control (atten. by alpha)
Updated cable mat
/main/hdrp/
41582
Don't try to send notifications if disabled, use DebugEx if it fails
/main/comp/
41584
Fixed sampler referencing on blend4way shaders
/main/hdrp/
41586
Merge from main
/main/instruments/
41589
Merge from Main -> Vehicles
/main/vehicles/
41590
This commit was hidden by Facepunch.
Remove the two temporary test modules
/main/vehicles/
41592
Don't show damage FX on destroyed modules
/main/vehicles/
41594
Can now right-click move engine modules to vehicle sockets
/main/vehicles/
41595
Moved shader funcs to Rust category
/main/hdrp/
41598
Finished particle accum support in lit base shaders
/main/hdrp/
41600
Removed superfluous RefreshVisibleModels call
/main/vehicles/
41601
Players can now push vehicles to right them when flipped, or just give a car a shove in neutral
/main/vehicles/
41602
Added hd/lit matching alpha clipping support to custom lit base shaders
/main/hdrp/
41605
Adjust push forces
/main/vehicles/
41606
merge from main
/main/skeleton optimizations/
41607
Support for BoneRetarget components.
/main/skeleton optimizations/
41608
Support for underwear
/main/skeleton optimizations/
41609
merge from main wip
/main/lockers/mainmerge/
41611
rebuilt locker lootpanel changes, exported properly with scene2prefab this time
/main/lockers/mainmerge/
41613
merged merge fixes
/main/lockers/
41615
merge from main
/main/quickloot/
41616
merge from main
/main/inventory_belt_gap_nodrop/
41618
merge from inventory_belt_gap_nodrop
/main/
41620
Added unread messages notification on the main menu
/main/accountalerts/
41623
This commit was hidden by Facepunch.
Fixed litbase-spec inspector
/main/hdrp/
41625
horse armour world models
/main/
41626
Updated ASE Lit template to use hdrp internal alpha cutoff properties
/main/hdrp/
41627
Scene backup.
Exca engine prefab conversion.
/main/hdrp/
41630
~skin approval
/main/
41631
merge from main
/main/chat_improvements/
41633
Part removal.
/main/skeleton optimizations/
41635
null check just incase
/main/chat_improvements/
41636
Hair part removal
/main/skeleton optimizations/
41638
Skin bundle update
/main/
41642
DynamicMouseCursor: don't change to finger if button is disabled
/main/accountalerts/
41645
Show unread messages, mark as read when viewing
/main/accountalerts/
41646
fixed every item showing candy vision
fixed cursed cauldron being able to be placed too close to walls
/main/
41647
Clothing items use correct avatar (RustPlayerAvatar)
Read/write off on all clothing items, index format set to 16.
/main/AttireAvatarCleanup/
41652
position change on jerrycan guitar prefab
/main/instruments/
41656
Show read messages half alpha
/main/accountalerts/
41657
Moved diffusion profile script to packages/ASE
Renamed ASE package folder to match other packages
/main/hdrp/
41658
Merge from /main/accountalerts
/main/
41659
New sidebar on MenuUI.prefab
/main/
41660
This commit was hidden by Facepunch.
Merge from main
/main/comp/
41664
Vehicle lift interaction work
/main/vehicles/
41665
Subtractive merge on PlayerLoot distance change. I don't need it anymore, so reverting to the previous code.
/main/vehicles/
41666
Black foliage fix
/main/hdrp/
41667
Merge from main
/main/instruments/
41668
Added dummy standard override shaders
/main/hdrp/
41669
Fix third person held camera not raycasting
/main/instruments/
41670
Imported properties from main for materials using rust/std and std shaders
/main/hdrp/
41672
Run animation null checks
/main/instruments/
41673
Interior
/main/hdrp/
41675
Vehicle lift and vehicle editing work
/main/vehicles/
41676
Mark gibs meshes as read/write
/main/instruments/
41677
Updated placement bounding boxes for deployable instruments (fixes them clipping through structures)
/main/instruments/
41678
More vehicle garage work
/main/vehicles/
41679
Rebuild manifest
/main/vehicles/
41680
Fixed module repairs
/main/vehicles/
41681
Fixed some deploy animation issues on guitars
/main/instruments/
41682
Another guitar flag fix, has visual issues during deploy
/main/instruments/
41683
Smoother deploys on local player
/main/instruments/
41684
Merge from main
/main/team_drop_fix/
41685
Merge from main.
/main/skeleton optimizations/
41686
Merge from team_drop_fix
/main/
41687
Merge from main
/main/comp/
41689
merged from main to get recent team fix changes, fixed merge issues
/main/chat_improvements/
41690
merge from main
/main/lockers/
41692
merge from main
/main/quickloot/
41693
cherrypicking 41647 fixes
/release/
41695
Bits of cleanup, workshop setup
/main/skeleton optimizations/
41697
merge from main
/main/hero/
41699
This commit was hidden by Facepunch.
Tidy up
/main/skeleton optimizations/
41701
Merge from main
/main/map_improvements/
41705
Account message fixes
Language popup fix
Fixed finger cursor position offset
/main/
41707
merge from main
/main/hero/
41708
Censorship stuff
/main/skeleton optimizations/
41712
Added hero convars
/main/hero/
41714
Censorship options on prefabs
/main/skeleton optimizations/
41716
Merge from /main/hero
/main/
41718
Converted remaining std materials to lit base
/main/hdrp/
41720
Censorship settings
/main/skeleton optimizations/
41721
Scene & material fixes.
/main/hdrp/
41730
Fixed RustText not getting localized on awake
Fixed translated main menu options overlaying the contents
Removed Translate.OnLanguageChanged list
Removed ILanguageChanged
Can toggle main menu pages off
/main/
41732
Silly Unity reverting light intensities & render distances for no reason
/main/hdrp/
41738
container timer remove test
/main/quickloot/
41744
Json il2cpp fix test
/main/
41745
mutelist command now uses a TextTable instead of a manual string builder
/main/chat_improvements/
41746
mutelist load safety check
/main/chat_improvements/
41747
Remaining Excavator stuff
Exca glass uses HDRP Lit shader
Related mat fixes & prefab stuff
/main/hdrp/
41748
Vehicle garage code
/main/vehicles/
41749
~Instrument null check logs
/main/instruments/
41750
~Merge from main
/main/instruments/
41751
Merge from main
/main/hdrp/merge-fix/
41752
Cleanup before merge
/main/map_improvements/
41753
Defined vehicle chassis build costs
/main/vehicles/
41754
Merge from main
/main/tree_game/
41755
~Remove cowbell deprecated key controller
/main/instruments/
41756
Chassis items rename
/main/vehicles/
41758
Vehicle garage loot panel WIP
/main/vehicles/LootPanelUI/
41759
update WIP engine module
/main/vehicles/
41760
This commit was hidden by Facepunch.
Fixed notes getting spammed when holding lmb on some instruments
/main/instruments/
41762
Recalculate note stop time on all clients, sounds a lot better
/main/instruments/
41763
merge from /lockers
/main/
41764
cherry pick client-only fix from main
/main/lockers/
41767
Merge from main
/main/chat_improvements/
41768
Merge from main
/main/comp/
41769
network++
/main/chat_improvements/
41771
merge from /chat_improvments
/main/
41773
Reapplied watchercatcher panel prefab changes, exported with scene2prefab
/main/water_transfer/merge_fixes/
41774
merged merge fixes
/main/water_transfer/
41776
EAC compile fix
/main/
41778
cherry pick fix
/main/chat_improvements/
41780
Fix for screen menu options that got lost in a MenuUI.Options prefab merge at some point
/main/
41785
Fixed session button weirdness
/main/
41788
Force close chat popup when closing chat
/main/
41792
cherry pick chat popup fix
/main/chat_improvements/
41795
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)
/main/hdrp/
41800
~Rust.UI icons
/main/
41803
Merge from main
/main/skeleton optimizations/
41806
Scene & mats
/main/hdrp/
41807
Reverted puzzle box materials to HDRP/Lit
/main/hdrp/
41808
Scene backup
/main/hdrp/
41810
Same as before on a few more mats
/main/hdrp/
41811
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
/main/hdrp/
41812
Increased bone influences to 4 per vertex in all quality modes but potato
/main/
41814
This commit was hidden by Facepunch.
Chassis craft UI WIP
/main/vehicles/LootPanelUI/
41816
This commit was hidden by Facepunch.
Fixed drumkit player animator override missing some animations and defaulting to trumpet poses
/main/instruments/
41818
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
/main/hdrp/
41819
Switched to LODGroups on: Tuba, Bass, Jerry Can Guitar, Cowbell, Tambourine and Trumpet
/main/instruments/
41820
Fixed moviemaker icons
/main/hdrp/merge-fix/
41821
Fixed deploy mesh disabled on Bass guitar
/main/instruments/
41822
When equipping an instrument, reset all bone scales above spine2 to 1
/main/instruments/
41823
Can now spawn chassis with appropriate resources
/main/vehicles/LootPanelUI/
41825
Fixed compile errors
/main/hdrp/merge-fix/
41826
Fixed console system code generator
/main/hdrp/merge-fix/
41827
Vehicle editing UI and vehicle lift changes, WIP
/main/vehicles/LootPanelUI/
41828
Merge from main
/main/map_improvements/
41829
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Clear loot timers if needed when closing inventory
/main/quickloot/
41833
Reworked hit IK processes - instead of calculating an up, just lerp between two transforms (eg. left0, left0hit, etc)
/main/instruments/
41834
refactor a bit
/main/quickloot/
41835
This commit was hidden by Facepunch.
Added a revert changes to jenkins before we do a checkout to clear out any pending changes (checking out while files are changed won't update existing files)
/main/instruments/
41837
Code review changes
/main/map_improvements/
41838
Unsaved changes
/main/map_improvements/
41839
merge from /water_transfer
/main/
41840
Cherry picking 41761 (inventory.copyto for devs / admins)
/main/
41844
Fixed GameObjectRef instantiation
Rebuilt ShopMarkerCluster to fix new scaling issues
/main/map_improvements/
41845
Set bundle info
/main/skeleton optimizations/
41847
Merge from main/hdrp
/main/hdrp/merge-fix/
41849
Merge from main/hdrp/merge-fix
/main/hdrp/
41851
trumpet updates
/main/instruments/
41854
Fix ArgumentOutOfRangeException in TMP_InputField.Backspace
Ignore some exceptions that are out of our hands
/main/
41858
fix the delay before firing 2nd arrow of a bow
/main/bow_fix/
41860
This commit was hidden by Facepunch.
Prefabbed radtown lighting/volumes for merge recovery.
/main/hdrp/
41863
prefab and anim updates
/main/instruments/
41866
LOD cleanup
/main/skeleton optimizations/
41868
Require SteamID + secret token for auth
Change SteamID fields to uint64
/main/comp/
41869
Converted merged materials from rust/std to their respective hdrp/custom/lit counterparts
/main/hdrp/
41870
Video player debugging
/main/
41871
drum sound updates
/main/instruments/
41872
Scene prep.
Removed some deprecated decal scripts from prefabs.
/main/hdrp/
41873
baseline
/main/battery_fixes/
41874
Merge from main
/main/map_improvements/
41875
Merge from main
/main/instruments/
41876
~Rename Flute to "Pan Flute"
/main/instruments/
41877
~Switch drum kit, xylophone and piano to use burlap sack as world models
/main/instruments/
41878
Switch third person camera to a sphere cast to prevent clipping
/main/instruments/
41879
~Block note input while in UI (inventory/Crafting/etc)
/main/instruments/
41880
Fixed tuba glow model not assigned correctly
Fixed cowbell and tambourine LODs on world models
/main/instruments/
41881
Chassis spawn is more reliable, physics don't go crazy. Moved vehicle lift trigger components so that they raise and lower with the lift.
/main/vehicles/LootPanelUI/
41882
Corrected containers in the vehicle edit UI
/main/vehicles/LootPanelUI/
41883
~Fixed tambourine glow not hooked up and removed a LOD (it had 4, everything else has 3)
/main/instruments/
41884
~Cleaned up item descriptions
/main/instruments/
41885
This commit was hidden by Facepunch.
Fixed chassis create calling a server method from the client. Working on adding and removing editable vehicles from the garage UI on-the-fly.
/main/vehicles/LootPanelUI/
41889
~Subtract the jenkins file change from yesterday
/main/instruments/
41891
Standardised some animator crossfades
Speed up crossfades for player (not instrument) to try and fix speed differences
/main/instruments/
41892
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
~Assigned right hand to high hat IK pos
/main/instruments/
41895
merge from /quickloot
/main/
41896
This commit was hidden by Facepunch.
Fix for dropping horse world models
/main/
41898
merge from /bow_fix
/main/
41899
Fix getting account info errors
/main/
41900
Updated to 2019.2.10f1
/main/
41901
Item name changes
/main/instruments/
41902
drum ik target & curve update, override update
/main/instruments/
41903
Removed another .Instantiate
Removed some unneeded .SetActive()
/main/map_improvements/
41904
merged from monument_benchmark
code cleanup
/main/
41905
merge from main
/main/monument_optimisation_test/fix/
41909
picking...
/main/monument_optimisation_test/fix/
41911
subtract
/main/monument_optimisation_test/
41913
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Merge from main
/main/hdrp/
41922
Monument scene setup variant prefab.
/main/hdrp/
41923
~skin approval
/main/
41924
merge from main
/main/battery_fixes/
41925
tuba player anim updates
/main/instruments/
41926
Mil tun 1 scene backup
/main/hdrp/
41928
Added rust/std to hdrp/custom/lit material auto-conversion
/main/hdrp/
41929
Added hdrp/custom/lit decal shader set (wip)
/main/hdrp/
41930
Imported properties from main for materials using rust/std-decal shaders
/main/hdrp/
41932
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Cleanup RelationshipManager
/main/comp/
41935
Code gen
/main/comp/
41937
Fixed and optimized biome tinting
/main/hdrp/
41939
Reverted train track material
/main/hdrp/
41940
Merge from main
/main/comp/
41942
Add a command to get the current time parameters
/main/comp/
41943
Updated SavasIsland_koth helicopter spawning
/main/
41944
Scene backup
/main/hdrp/
41945
Scene & more mat fixes.
/main/hdrp/
41946
Updated custom/lit set shadergui to include receive SSR settings
/main/hdrp/
41950
Fixed and regen all shaders
/main/hdrp/
41954
Changed instruments file path to /instruments/
/main/instruments/
41955
This commit was hidden by Facepunch.
Reduced the popping when a deploy animation completes (affects guitars only)
/main/instruments/
41957
~ projectversion.txt update
/main/
41958
merge from main
/main/water_transfer/
41960
Fixed large number of prefab throwing errors
/main/Hapis_reconnect_november/
41962
Revert last change for acoustic guitar
Add option for bone aligner to use hard coded values
/main/instruments/
41965
Change the command server port offset to reduce the chance of colliding with something else
/main/comp/
41966
Show instruments in crafting menu in build
/main/instruments/
41967
Fixed further errors and most noticeable visual issues
/main/Hapis_reconnect_november/
41969
~Fixed official server exception reporting
/main/
41971
~Fix NRE in HTNPlayer.OnKilled
/main/
41972
battery fixes
/main/battery_fixes/
41973
merge from main
/main/battery_fixes/
41974
Fixed an IK target on the drumkit (a#)
/main/instruments/
41975
Mark tambourine play as non-looping
/main/instruments/
41977
Fix not being able to change note on the flute properly
/main/instruments/
41978
Can no longer research instruments
/main/instruments/
41981
merge current fixes from /hapis_reconnect
/main/
41982
Hero updates
/main/
41991
tuba world model culling early fix
/main/instruments/
41996
Debug manifest not loading
/main/
41997
Fixed converter emisison property not found on some materials
/main/hdrp/
41998
~!Improved logging in find mats tool
/main/
41999
Material update from main
/main/hdrp/material-update/
42000
Merge Vehicle UI branch back into Vehicles
/main/vehicles/
42003
Update vehicle edit UI prefab
/main/vehicles/
42004
Merge from Main -> Vehicles
/main/vehicles/
42005
Reinstate vehicle edit UI after merge
/main/vehicles/
42006
Merge from main
/main/comp/
42007
Remove overriding of some health methods in the chassis
/main/vehicles/
42008
~Merge from main
/main/instruments/
42009
Added a comment to StorageContainer "OccupiedCheck", as its return value confused me a bit
/main/vehicles/
42010
Switch team UI coloring to always show offline players in grey, even if they're dead
/main/
42011
This commit was hidden by Facepunch.
Edit "Modular Cars" inventory loadout
/main/vehicles/
42013
Set garage interaction to occupied/available correctly, and kick player out of interaction if it's no longer valid.
/main/vehicles/
42014
Added a max concurrent notes field, set to 3
Stops the oldest note playing if a new note is played that exceeds this value
/main/instruments/
42015
Exception checking in UpdateHeldProps
/main/instruments/
42016
Enable update while offscreen on the players body meshes while they are in third person (only if local player)
Fixes the hand/arm meshes disappearing for a frame or two when quickly looking up/down
/main/instruments/
42017
Removed the allow simultaneous notes flag and just set the flute to only play one note at a time
/main/instruments/
42018
Reword vehicle edit info message
/main/vehicles/
42019
Still allow notes to be stopped if the player has separated from the instrument (might fix notes continuing to play forever)
/main/instruments/
42020
Added an audio.instruments volume convar (not exposed in settings yet)
/main/instruments/
42021
Exposed sharp keybinds to options menu
/main/instruments/
42022
Clamp the players perspective in third person to a more sensible range, fixes instrument clipping through the legs when looking straight down
/main/instruments/
42023
Get rid of "IsUIInteractable" ItemDefinition property that "dummy item" slots are using. Feels too close to a hack, need to do this a better way.
/main/vehicles/
42025
Rename StandardVehicleModule to BaseVehicleModule
/main/vehicles/
42026
progress
/main/Hapis_reconnect_november/
42028
merge from /hapis_reconnect
/main/
42029
Fixed Korean text being invisible on some buttons
/main/
42031
~ fixed loading menu typos
/main/
42032
merge from /map_improvements
/main/
42033
Fixed not cleaning up after stopping a demo, causing exceptions when joining a game or playing another demo
/main/
42034
Set short circuit flag on OR and XOR switches as well as electrical combiner
/main/
42036
Merge from main
/main/skeleton optimizations/
42041
project_gaea level backup
should include fix for sum of splat =1
terrain now 6km but features currently out of scale
/main/hdrp/
42046
Updated HDRP/Custom/Lit template
Updated Terrain Sampler SF to also output metal-to-spec values
Updated HDRP/Custom/Terrain shader and terrain4 material
Added dummy rust/std/terrain-blend for conversion
/main/hdrp/
42048
Merge from hdrp/main
/main/hdrp/material-update/
42049
Restored petur's material tweaks
/main/hdrp/material-update/
42052
Added "near" network visibility radius that is processed immediately (fixes entities popping in too close when moving very fast)
Network groups are unsubscribed from at twice the rate they are subscribed to (prevent buildup)
/main/
42055
This commit was hidden by Facepunch.
Updates material conversion tool
/main/hdrp/
42065
Updated materials
/main/hdrp/
42066
This commit was hidden by Facepunch.
terrain stuff 4 debug
/main/hdrp/
42070
terrain stuff 4 debug (2)
/main/hdrp/
42071
short circuit detection on OR switch improved
circuit changed signal sent to root entities
battery getdrain improvements
/main/battery_fixes/
42072
Card reader fixes.
Scene
/main/hdrp/
42073
Train area
/main/hdrp/
42074
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Remaining MilTun & S2P
Prefab fixes
/main/hdrp/
42080
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Don't voice limit cowbells
/main/instruments/
42084
Added template mat id + shader regen
/main/hdrp/
42086
This commit was hidden by Facepunch.
Fixed SSR being forced always-on by custom shadergui
/main/hdrp/
42088
This commit was hidden by Facepunch.
Potentially fixed one off note instruments not recycling their notes and failing to play new notes (cowbell bug)
/main/instruments/
42090
Fixed remaining materials
Added missing textures
/main/hdrp/
42091
Assign some max concurrent notes
Fix culling distance on held tuba
Fixed a case where notes wouldn't end on remote clients
/main/instruments/
42092
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This commit was hidden by Facepunch.
~ Large furnace can be placed on world layer (rocks) again
/main/
42097
~ Fixed small refinery placement on ice, rocks and uneven surfaces
/main/
42098
merge from main
/main/hold_to_drink/
42099
Small water catchers can now be placed on construction but cannot be built over (similar behaviour as large furnace)
/main/
42100
merge from /hold_to_drink
/main/
42103
This commit was hidden by Facepunch.
merge from tree_game (tree harvest minigame fixes)
/main/
42105
Added mesh combining utility.
/main/monument_optimisation_test/
42106
Output console log file/folder before opening
/main/
42107
New grass meshes
/main/hdrp/
42108
Apply vertex/alpha color functionality
Added terrain blending SF
/main/hdrp/
42109
Fixed caragoship hull interior culling on low object quality
/main/
42110
Add more information to the pairing message, and truncate them if they're long
/main/comp/
42111
Rust editor Time and Fog now persistent across sessions
/main/hdrp/
42113
terrain gloss and splats rework
/main/hdrp/
42115
Added secondary network group subscription (this should currently not do anything)
/main/
42117
Log file/folder fixes
/main/
42124
circuit recomputation logic
circuits recompute when wires are cleared/added
removed OR switch short circuit detection
/main/battery_fixes/
42127
merge from main
/main/battery_fixes/
42128
This commit was hidden by Facepunch.
~disabled majority of halloween content
/main/
42134
Merge from main
/main/tree_game/
42136
Rig scene
/main/hdrp/
42137
Tundra tree marker data
/main/tree_game/
42138
Merge from main
/main/map_improvements/
42139
Remove unneeded pass by ref
Added a new cluster root that sits above the regular marker container to force clusters to appear above regular markers
/main/map_improvements/
42140
~Merge from main
/main/instruments/
42141
This commit was hidden by Facepunch.
Code review: Major refactor of modular vehicle scripts to make them less reliant on generics. Some cleanup etc still to go.
/main/vehicles/
42143
Add header image and url to server info command
/main/comp/
42144
Eliminated ModularCarSocket. ModularVehicleSocket might have well always have wheel info and simplify things.
/main/vehicles/
42145
Updating comments etc
/main/vehicles/
42146
This commit was hidden by Facepunch.
Campfire fire and smoke FX now always go straight up, even when placed on slopes
/main/CampfireFix/
42148
Refactored note bindings to be a binding per regular and sharp note, rather than combining both into a single binding. Fixes some issues when quickly playing something like C -> C#
/main/instruments/
42149
Doubled minimum note fade out time (0.05s - 0.1s)
/main/instruments/
42150
Big Rig WIP & mat stuff
/main/hdrp/
42151
This commit was hidden by Facepunch.
Only scale from Spine_4 up when equipping an instrument
Reset scale of instrument to one on deploy
Realigned guitars
/main/instruments/
42153
~ merge from tree_game
/main/
42155
merge from CampFireFix
/main/
42157
network++
save++
/main/
42160
Fixed sedan_a_wrecked broken prefab
/main/
42162
Merge from main
/main/skeleton optimizations/
42164
Fixed missing dune meshes at water_well_a
water_well_a S2P
/main/
42166
Finally fixed the duplicate team chat log
/main/
42172
Added teleportlos console command
/main/
42173
metas...
/main/monument_optimisation_test/
42175
merge from main
/main/battery_fixes/
42177
battery logic
/main/battery_fixes/
42179
~skin approval
/main/
42180
Fixed sharp notes not being stopped properly on remote clients
/main/instruments/
42182
Big Rig WIP
/main/hdrp/
42183
Hacky fix for mountable instruments not knowing what player is mounted to them when a demo starts and the player is already mounted to them (should work retroactively)
/main/instruments/
42184
Code review: Removed VehicleModuleManager and folded it entirely into BaseModuleVehicle.
Converted BaseNetworkable child events to virtual methods.
/main/vehicles/
42185
Tweaked default tree marker size range
Generated oak tree marker data
Generated beech tree marker data
Added some slight randomness when clamping to a marker position, reduces chance of positions getting repeated
/main/tree_game/
42186
This commit was hidden by Facepunch.
merge from tree_game
/main/
42189
Tidied up the KDTree classes
/main/monument_optimisation_test/
42194
Fix compile error in client builds
Switch to custom domain
Document some functions and classes
Switch lastCleanup to RealTimeSince
Move some classes to their own files
/main/comp/
42195
Move everything into its own namespace (and better folder name)
/main/comp/
42199
merge from main
/main/battery_fixes/
42201
branch consumes branch out power, no longer adds children of branch out socket to drain calculation
/main/battery_fixes/
42203
Updated ASE to 1.7.1.09
/main/hdrp/material-update/
42207
Cherry picked 42207
/main/hdrp/
42209
This commit was hidden by Facepunch.
generator now cost 125 scrap instead of 175
solar panel available at compound for 75 scrap
medium battery added, available at bandit for 75 srap
/main/battery_fixes/
42212
removed debug.logs
/main/battery_fixes/
42217
merge from battery_fixes
/main/
42218
This commit was hidden by Facepunch.
Med battery desc update
/main/battery_fixes/
42222
piano sounds
trumpet sounds
tuba sounds
misc instrument polish & tuning
/main/instruments/
42223
cowbell uses C instead of A
/main/instruments/
42224
project_gaea latest
Terrain 6k, improved features/features scale across the board
/main/hdrp/
42226
midnight hour build backup
/main/hdrp/
42228
Rig backup
/main/hdrp/
42236
More Oil Rig.
Raised max punctual light capacity a bit to keep edit time viewport from bugging out.
/main/hdrp/
42239
Cull fixes.
/main/hdrp/
42241
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Trumpet and tuba animation slot hookups
Got rid of placeholder Trumpet and Tuba sound assets
Disabled some mount/deploy sounds that were misleading and sounded like full notes
Added a loop option for Tuba and Trumpet to loop sounds forever
/main/instruments/
42248
This commit was hidden by Facepunch.
Added a start sound field to every note
Fixed tuba not marked as looping
/main/instruments/
42250
update WIP vehicle modules
/main/vehicles/
42251
~Don't allow notes on guitars until the deploy animation is finished
/main/instruments/
42252
~Change bass default octaves to 2/3
/main/instruments/
42253
Rewrote the vehicle module conditional system to work with general GameObjects instead of just Renderers, so we can show/hide anything (colliders, lights, etc)
/main/vehicles/
42254
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merge from battery_fixes
/main/
42257
Fixed watchtower gibs
/main/
42258
Vehicle modules now support conditionals based on whether the adjacent modules are of the same type.
/main/vehicles/
42260
Fix server-only compile
/main/vehicles/
42261
This commit was hidden by Facepunch.
Fixed bass notes missing animation slots
/main/instruments/
42265
Fixed NRE in UnreadMessages.cs
/main/
42266
This commit was hidden by Facepunch.
admin.banid also kicks player if on server and bans owner steamid if available
/main/
42269
This commit was hidden by Facepunch.
Static research and repair table can only be used by one person at once (Fix)
/main/
42276
Ground plants backup
Foliage V3 update
/main/hdrp/
42277
Rectangle packing for the material baking tool.
/main/monument_optimisation_test/
42284
Shotgun traps now work in caves below the water.
/main/shotguntrap_cave_fix/
42286
merge from main
/main/battery_fixes/
42289
Added a Guillotine packer, seems better
/main/monument_optimisation_test/
42290
fixed phantom wires when trying to connect non-root entity to a root combiner
/main/battery_fixes/
42291
Foliage indirect transmittance scale
/main/hdrp/foliage-transmission/
42292
Final rig sub-level
Lowered punctual light cap back down.
/main/hdrp/
42294
Added biome fetch
/main/hdrp/
42296
This commit was hidden by Facepunch.
project_gaea latest
/main/hdrp/
42298
Tidied up guillotine a bit, started set up the material packing.
/main/monument_optimisation_test/
42299
Update SameInFront/SameBehind behaviour for Thai
/main/vehicles/
42301
Another AdjacentCondition boolean edit for Thai
/main/vehicles/
42302
New enum for Thai.
/main/vehicles/
42303
Remove "dummy slot items" for multi-slot vehicle modules.
/main/vehicles/
42304
tuba note start sounds
instruments can specify a fade in time for the main note sound
/main/instruments/
42305
Remaining Big Oil Rig relight
Prefab fixes
/main/hdrp/
42306
Material packer work
/main/monument_optimisation_test/
42308
Include more of the ocean in the map render
/main/comp/
42309
New system for checking module socket validity, without the need for dummy slot-filler items
/main/vehicles/
42310
Fixed dual-socket module conditional UI double-ups
/main/vehicles/
42311
Added Terrain Layer SF
Improved terrain layer shading
Improved cliff shader terrain transition
/main/hdrp/
42312
Allowing shifting multi-socket items over one, when they overlap with themselves
/main/vehicles/
42313
update 2 slot flatbed, fuel tank modules
/main/vehicles/
42314
merge from battery_fixes
/main/
42321
This commit was hidden by Facepunch.
Tidy up. More material baking progress.
/main/monument_optimisation_test/
42328
Created a test for the material packer.
/main/monument_optimisation_test/
42332
Try to avoid changing screen resolution when running autobenchmark
/main/
42333
Merge /main/hdrp/foliage-transmission
/main/hdrp/
42336
project_gaea latest terrain build, increased ruggedness in the regions between coast and hills
/main/hdrp/
42338
Foliage can use up to 3 different meshes for LODs
/main/foliage_lods/
42339
~ Cherry picking 42339
/main/hdrp/
42340
Cherry picking 42341
/main/hdrp/
42342
Added foliage albedo multiplier to scene custom lighting
Added foliage shader toggles for global albedo mult and transmittance scale
/main/hdrp/
42343
Linking up the material packer, the mesh batcher and KDTree chunks.
/main/monument_optimisation_test/
42344
Grass lighting changes
/main/hdrp/
42347
merge from main
/main/battery_fixes/
42348
Fixing UV transform errors...
/main/monument_optimisation_test/
42349
Chassis/module item icon settings: Mipmaps on. Generated new chassis icons. Leaving module icons for now until we have final models.
/main/vehicles/
42350
fireballs from kamakazi helicopters should never penetrate walls
fireballs should no longer slow movement through walls
/main/
42351
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This commit was hidden by Facepunch.
~Fix misaligned tuba world lod
/main/instruments/
42357
Added distance fade(downscale) option to foliage shader
/main/hdrp/
42359
manual depth of field mode
/main/
42360
Fix instrument camera freaking out when parented to an entity(cargo ship/transport heli)
/main/instruments/
42361
Initial system to show the reserved slots in the vehicle garage UI (subsequent item slots used by multi-socket modules). Needs more work.
/main/vehicles/
42363
Fix one off note instruments (drum kit) never resetting to not playing
Increased max notes on drum kit
/main/instruments/
42364
flute note start sounds
trumpet note start sounds
/main/instruments/
42367
Rig volumes & some fixes
/main/hdrp/
42368
Alarm optimization.
S2P Big Rig.
/main/hdrp/
42369
Finished system for multi-socket module UI
/main/vehicles/
42371
Another minor UI edit
/main/vehicles/
42373
Fix upper body bone scaling not working on remote players
/main/instruments/
42374
Fixed issues with UV transformation.
/main/monument_optimisation_test/
42375
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merge from main
/main/quickloot/
42378
merged loot time direction flip
/main/
42381
Cherry picking 42366 (inventory.giveto skin support)
/main/
42382
merge from main
/release/
42385
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This commit was hidden by Facepunch.
forest pops wip
/main/hdrp/
42402
Added support to use texture arrays for tiled texture support. Also created a much simpler batcher.
/main/monument_optimisation_test/
42404
Healing no longer shows screen damage indicator
Admin heal console commands work in god mode
Admin debugcamera_save and debugcamera_load persist through restarts
Added debugcamera_clear to clear saved camera states
/main/
42405
This commit was hidden by Facepunch.
Reverted Excavator_Yaw.prefab to 40563
/main/LOD_Optimizations_Excavator_Fix/
42408
merge from LOD_Optimizations_Excavator_Fix
/main/
42411
Added cutoff value to spawn populations
/main/hdrp/
42412
Team UI invite panel and chat notification message now show streamer mode name when receiving a team invite in streamer mode.
/main/streamer_mode_team_invite/
42414
fireball debugging
/main/
42415
dof_nudge fix
/main/
42418
This commit was hidden by Facepunch.
test save
/main/fireball_fixes/
42426
merge into main (actually fixed fireballs)
/main/
42428
commented out DDraw stuff
/main/fireball_fixes/
42429
merge from fireball_fixes (compile fix)
/main/
42430
Merge from main
/main/comp/
42431
Extended foliage shader distance fade control to normal and smoothness
/main/hdrp/
42432
merge from main
/release/
42434
fixed medium battery max storage
/main/
42435
increases ridable animal max frame budget from 0.334ms to 1ms
/main/
42436
Backup
b9 project version
/main/hdrp/
42437
merge from main
/release/
42438
This commit was hidden by Facepunch.
Oil rig 2 backup.
Fixed borked prefab
/main/hdrp/
42440
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This commit was hidden by Facepunch.
fix switched tuba notes
/main/instruments/
42444
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This commit was hidden by Facepunch.
Updated terrain sampling API, related SFs and shaders
Added vertex alpha terrain blending
/main/hdrp/
42447
few vfx test files for later use
/main/hdrp/
42448
This commit was hidden by Facepunch.
Fixed double-added-entity bug. Reduced redundant data about modules and items. Removed ModuleItemInfo class and dictionary.
/main/vehicles/
42450
This commit was hidden by Facepunch.
updated seating modules
/main/vehicles/
42452
Cherry pick CS 42333 (benchmark fixed res windowed)
/main/hdrp/
42453
This commit was hidden by Facepunch.
Added/populated SkinnedMultiMesh.Part.Wearable
/main/legs/
42465
Set player_model.prefab up for legs
/main/legs/
42466
Made debugcamera_autosave and debugcamera_autoload saved to config
Added debugcamera_preserve and debugcamera_preserve_default convars to toggle saving to file
/main/debugcamera_2/
42467
Scale the Viewmodel Z between 0.4 and 0.7 so it doesn't clip through your knees
/main/legs/
42469
Legs don't need to cast a shadow
/main/legs/
42470
merge from main
/release/
42471
Added camzoomspeed and camlookspeed
/main/debugcamera_2/
42472
Added monument nodes (spawn monuments in predefined locations on a map)
/main/monument_nodes/
42475
Deferred mesh decal fix for out-of-range errors on invalid meshes
/main/deferredmeshdecal-fix/
42478
Cherry picking 42475 and 42479
/main/hdrp/
42481
Skip prefabs that cannot be found when spawning the world (custom map fix)
/main/
42482
backup forest pop work
/main/hdrp/
42483
Added some prefabs to spawn monuments
Added said prefabs to project_gaea for science
/main/hdrp/
42488
Only take LOD0 for legs
Apply lean offset when mounted too
Fixed skin colour not always applying correctly to legs
Manually control the spine on leg models
Fixed NRE in BaseViewModel
/main/legs/
42489
Removed linux client from Steam upload
/main/hdrp/
42490
~Add branch name in exception report
/main/
42492
Enabled AO-based specular occlusion on all shaders + ASE template
/main/hdrp/
42494
cherrypicking #42495
/release/
42496
Visual group enum for Thai
/main/vehicles/
42498
Merge from Main -> Vehicles
/main/vehicles/
42500
Finished Oil Rig 2 & S2P
Various prefab fixery.
Better world scale on the generic diffusion profiles.
/main/hdrp/
42502
~Merge from main
/main/instruments/
42503
Reapply HUD changes
/main/instruments/
42504
Exposed instruments audio slider in options menu
/main/instruments/
42505
Compile fix
/main/instruments/
42506
updated WIP module, getting latest
/main/vehicles/
42507
This commit was hidden by Facepunch.
Rebind SkinnedMeshRenderer editor script
/main/RebindSkinnedMeshRenderer/
42509
This commit was hidden by Facepunch.
Rebuilt manifest
/main/vehicles/
42511
Image meta file updates
/main/vehicles/
42512
getting latest
/main/vehicles/
42513
~Exposed viewmodel bob settings
/main/instruments/
42514
Test map vehicle edit
/main/vehicles/
42516
Updated fuel tank collider to match its new model location
/main/vehicles/
42518
Another manifest rebuild, and prefab GUID fix
/main/vehicles/
42519
Code review: Use Facepunch.Pool for lists
/main/vehicles/
42520
Updated RandomModular gen to remove outdated modules
/main/vehicles/
42521
Fixed the ragdoll debug scene
VFX files for later
Some cleanup.
/main/hdrp/
42522
New Instrument State Behaviour class to simplify making so many note<->note transitions on viewmodel
Added a recentlyPlayed bool so hands don't revert to idle and back when rapidly playing the same note
/main/instruments/
42523
Update manifest
/main/instruments/
42524
Expose transition duration on InstrumentStateBehaviour
/main/instruments/
42525
Fixed main menu scaling on lower than widescreen resolutions
/main/
42527
Added Wearable.ExtraLeanBack, to allow per clothing item adjustment (if armour gets in eyes etc)
/main/legs/
42529
project_gaea latest
/main/hdrp/
42530
Convar for toggling legs off
Documentation
/main/legs/
42531
Remove unneeded OnChildAdded calls
/main/vehicles/
42532
Added legs.EyesLeanForward convar, clamped to avoid looking through walls
/main/legs/
42534
Fixing module add bug breaking random gen vehicles
/main/vehicles/
42535
Comments edit only
/main/vehicles/
42538
When leaning forward, also lean down a little bit
When crouched and looking down, pull camera up a bit
/main/legs/
42539
can input an array of gameobjects to rebind
/main/RebindSkinnedMeshRenderer/
42541
Don't draw legs in third person etc
/main/legs/
42543
Draw censor cube on leg cock
/main/legs/
42544
~Fix NRE in NPCPlayerApex.AddKilledStat
/main/
42546
merged from main/legs
/main/instruments/viewfixes/
42548
forest pop v3 backup
/main/hdrp/
42556
Added CameraMode.FirstPersonWithArms
Piano viewmode first person with arms
/main/instruments/viewfixes/
42561
merge from chatfixes
/main/
42562
~ Fixed watchtower mesh
/main/
42563
Turn allow slightly when seated
Piano camera done
/main/instruments/viewfixes/
42566
drumkit view
/main/instruments/viewfixes/
42569
xylophone camera
/main/instruments/viewfixes/
42570
Merge from main
/main/skeleton optimizations/
42572
cherrypicking 42527, 42546, 42563
/release/
42574
Don't hide worldmodels in FirstPersonWithArms
/main/instruments/viewfixes/
42576
Added HeldEntity.FirstPersonArmOffset, .FirstPersonArmRotation, .FirstPersonRotationStrength
Added PlayerModel.ParentArmsToCamera()
/main/instruments/viewfixes/
42579
forest pop v3 backup
More detailed and realistic snow splat
Arid biome is more green upon the coast
/main/hdrp/
42582
bass done
/main/instruments/viewfixes/
42583
New instrument views
/main/instruments/
42585
Fixed compile errors
/main/instruments/
42586
Spacesuit viewmodel
/main/Spacesuit/
42588
Updated ASE to 1.7.1.12
/main/hdrp/
42589
Updated all shaders
/main/hdrp/
42590
trumpet animator and anim meta updates
/main/instruments/
42595
Fixed mismatch between hair types.
/main/skeleton optimizations/
42596
set instruments with viewmodels to use them
updates to cowbell vm position
tweaked RecentlyPlayedThreshold value on Trumpet
/main/instruments/
42597
Organized the junkyard scene to make it easier to work with
/main/hdrp/
42598
Junkyard volumes & S2P
Related prefab fixes
/main/hdrp/
42599
Cargoship scene prep
Unsaved junkyard file
/main/hdrp/
42601
Cargoship WIP
/main/hdrp/
42602
project_gaea latest
/main/hdrp/
42603
Merge from main
/main/hdrp/
42604
This commit was hidden by Facepunch.
merge from main
/main/chat_improvements/
42607
Added "Copy Text" to chat popup menu to copy a chat message to the system clipboard
/main/chat_improvements/
42608
Pass notification channel to the backend
/main/comp/
42609
Comment edit only
/main/vehicles/
42610
Merge from Main -> Vehicles
/main/vehicles/
42611
Code review: Correct skid sound create/destroy
/main/vehicles/
42612
Fixed broken engine sound
/main/vehicles/
42613
Fixed cable material not getting fog
/main/hdrp/
42616
Code review: Pass a Facepunch.Pool list to GetDrivers instead of using a permanent cached list.
/main/vehicles/
42617
Code review: Duplicate code into GetDriver and IsDriver rather than reusing GetDrivers, so that they're not using a list.
/main/vehicles/
42618
Converted materials with standard shader
/main/hdrp/
42620
Code review: Fix rowboat inited vs. IsSpawned.
/main/vehicles/
42621
Updated terrain blend materials from main
/main/hdrp/
42623
Ported materials using standard wind from main
/main/hdrp/
42627
This commit was hidden by Facepunch.
Code review: Improve the fuel system. All fuel tanks now use a standard interaction distance limit, and have position checks on.
/main/vehicles/
42629
This commit was hidden by Facepunch.
Added some options to V_Instrument to filter out notes that we don't have (cowbell has less notes than a trumpet)
Hooked up cowbell view model
/main/instruments/
42631
Crafting category icon
/main/instruments/
42632
Move vehicle loot into the right container
/main/vehicles/
42633
WIP moving note data into scriptable objects
/main/instruments/scriptableobjects/
42634
Minimum note time
/main/instruments/scriptableobjects/
42635
The unused loot container that the garage needs (for when there's no vehicle on the lift) caused some confusion for the Item loot move method. Protocol++ to add a lootMoveAllowed bool to PlayerLoot, synced server->client. Defaults to true.
/main/vehicles/
42636
Remove old data
/main/instruments/scriptableobjects/
42637
Rename VehcleModuleManagerInventory to ModularVehicleInventory
/main/vehicles/
42638
This commit was hidden by Facepunch.
Compile fix
/main/instruments/
42640
Fixed double deploy sfx on jerry can guitar
/main/instruments/
42641
PlayerInventoryProperties all skinnable, removed skinnedWear
/main/skinredirect/
42644
Remove MeshSwap
/main/skinredirect/
42645
merge from hungarian_team_fix
/main/
42648
Fixed Wearable not marking itself as dirty when renderer array changed
/main/instruments/
42651
~Fixed profiler block mismatch
/main/instruments/
42652
In FirstPersonWithArms only show HideIfOwnerFirstPerson shit if it's the held entity
/main/instruments/
42654
~Removed LockRotation third person stuff
Cleaned how camera mode is selected from mounts/helds
/main/instruments/
42656
trumpet viewmodel updates
/main/instruments/
42657
Touching skin
/main/instruments/
42659
decor pop v3 backup
/main/hdrp/
42660
Head LookAt smoothing
/main/instruments/
42668
Merge from main
/main/debugcamera_2/
42671
CodeGen
/main/debugcamera_2/
42672
Spacesuit world models
/main/Spacesuit/
42673
Fixed corn plant material, textures and prefabs
Added dummy core foliage shader for signaling conversion
/main/hdrp/
42677
terrain config biomes color tweaks
/main/hdrp/
42678
cherrypicking #42562 #42643 #42648
/release/
42685
Can look down when using tambourine
/main/instruments/
42687
drumkit mount pos
/main/instruments/
42691
Ground foliage update
/main/hdrp/
42692
Rotated instrument deployments 180
/main/instruments/
42697
trumpet and cowbell updates
/main/instruments/
42699
Item ItemModProjectile caching
/main/projectilemod_cache/
42700
This commit was hidden by Facepunch.
Only ever try and getcomponent an item projectile mod once per item when trying to cache it, as it seems to be called on loads of items, regardless of type, so it'll still call GetComponent every time just to return null, otherwise.
/main/projectilemod_cache/
42704
Server compile fix
/main/instruments/
42706
This commit was hidden by Facepunch.
~Fixed Legs.ModelRotation not applying
/main/instruments/
42708
Raise head slightly when crouching and looking down
/main/instruments/
42709
xylophone camera pos
/main/instruments/
42711
merge from main
/main/autoturret_2/
42712
merge fixes
/main/autoturret_2/
42713
Button tweaks
/main/instruments/
42714
More ship
/main/hdrp/
42715
Fix PlayNote NRE if a note is played out of listening range
/main/instruments/
42716
Fix jerry can guitar not appearing when switching from a non viewmodel
/main/instruments/
42718
Terrain sampler SFs optional outut NormalTS
Terrain shader LODs (wip)
/main/hdrp/
42719
Fixed note importer not assigning sharp notes properly
Added an instrument dropdown for faster assigning
/main/instruments/
42720
Added support for chassis repair and finished chassis repair UI. Added chassis item instance and container so we can see the chassis health, repair it etc using the standard item UI.
Some additional module health bug fixes.
/main/vehicles/
42721
Merge from Main->Vehicles
/main/vehicles/
42722
This commit was hidden by Facepunch.
Acoustic guitar note setup
SFX Importer now auto assigns animation slots
/main/instruments/
42724
This commit was hidden by Facepunch.
Added a full keyboard input mode
Enabled by default for mounted instruments, can be toggled with Reload on held instruments
When this mode is active on a held instrument the player can't move
By default binds z-m as well as s,d,f,h,j as sharp notes
/main/instruments/
42728
merge from vending_rotation_fix
/main/
42732
Fixed Savas broken prefabs
Fixed Savas broken repair / research tables
Deleted removed objects
/main/
42733
merge from chat_improvments
/main/
42734
Removed CustomTimerSwitch debug spam
/main/
42735
cherrypick jumpsuit art from jumpsuit branch
/main/Jumpsuit2/
42739
Merge from debugcamera_2
/main/
42746
Merged from skinredirect
/main/
42749
Added world grid to client lod.prefab
/main/world_grid/
42759
Added Filesystem.LoadAsync
/main/loadbatch/
42760
Fixed glass of ignited lanterns invisible when viewed through reinforced glass windows
/main/
42763
This commit was hidden by Facepunch.
Proper fix for 42763
/main/
42766
Load objects we're going to load in one big fat ass block instead of individually
/main/
42767
Set of new greybox cliffs to test out new cliff placement algorithm
/main/hdrp/
42772
Testing a baking method...
/main/monument_optimisation_test/
42775
added Tuba vm
/main/instruments/
42778
backup cliffs
/main/hdrp/
42781
Removed defines from Terrain sampler SF; now controlled by shaders / lod dependent
Added shader lods for variable quality to HDRP/Custom/Terrain shader; cleaned up passes
/main/hdrp/
42783
turret weapon reloading and target handling
fixed SAP muzzle rotation
/main/autoturret_2/
42784
Fixed footsteps missing / stop when the player is culled
/main/
42785
Scene backup
/main/hdrp/
42786
Tundra foliage spawner progress
/main/hdrp/
42787
Hooked up tuba vm
/main/instruments/
42788
Fix flute using the guitar deploy
/main/instruments/
42789
Remaining top deck
/main/hdrp/
42791
Render distance fixes.
/main/hdrp/
42792
Guitar alignment stuff
/main/instruments/
42793
Added some instrument tips and a chat notification when entering/exiting full keyboard input mode
/main/instruments/
42794
Merge from main
/main/instruments/
42796
~Don't allow full keyboard input on the tambourine or the cowbell
/main/instruments/
42797
Update default binds and expose binds in options for new full keyboard input mode
/main/instruments/
42798
~Tweaked piano dismount positions
/main/instruments/
42799
This commit was hidden by Facepunch.
Fixed full keyboard mode toggling every time escape is pressed
/main/instruments/
42801
~Fixed bass guitar not working in first person
/main/instruments/
42802
Disabled the default keybinds for the full keyboard input,was stomping regular binds
/main/instruments/
42803
Simplified per paddy's request: Always save / load named debugcamera states, debugcamera_preserve toggles save / load of initial state, debugcamera_preserve_default no longer exists
/main/
42804
Don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
/main/hdrp/
42805
Really don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
/main/hdrp/
42807
tweaks to some cliff prefabs
/main/hdrp/
42808
re-baked the heightmap
/main/hdrp/
42810
Subtract cs42767 (load time object list shit)
/main/
42812
Fixed some jerry can guitar notes missing animation slots
/main/instruments/
42817
Added Rust Editor/Use Bundles
Added Rust Editor/Set Bundle Path
/main/betterbundles/
42818
drumkit ik updates
/main/instruments/
42820
cowbell player anim update
/main/instruments/
42822
Initial load of the bundles async + in parallel
/main/betterbundles/
42824
Time BuildFileIndex
/main/betterbundles/
42825
Updated test cliffs anchors to have their pivots at the bottom
/main/hdrp/
42827
Re-pathed small stones prefabs inside foliage_v3 prior to edits
/main/hdrp/
42828
Another terrain anchor gizmo fix
/main/hdrp/
42829
Foliage spawns stones temporary settings - will rework when new art is ready for these
/main/hdrp/
42830
Put skinnables in skinnables.preload.bundle
On assetbundle load, async preload any bundles with "preload" in the name
Added Filesystem.LoadAllFromBundle
Removed GameManifest.skinnables- load from bundle instead
/main/betterbundles/
42831
extra anchors on some cliffs to ensure no gaps
/main/hdrp/
42833
Fixed smoke signal effect not appearing most of the time
/main/
42834
Don't play footstep sounds when swimming
/main/
42836
player flute running anim fix
/main/instruments/
42840
Can't steal building-blocked christmas tree decorations
/main/
42842
Bundle loading tweaks
/main/
42846
Change footstep check from swimming to head under water, to maintain surface sound effects
/main/
42847
Item dropped/pickup notices with long item names now uses the same truncated appearance as the crafting notifications.
/main/long_itemname_notifications/
42849
Added a unflattening test.
/main/monument_optimisation_test/
42850
vm pan flute
/main/instruments/
42851
Merge from /main/comp
/main/
42856
Latest terrain generation, added post processing to grass and forest splats
/main/hdrp/
42860
Foliage spawner progress
/main/hdrp/
42861
Added skinnable loading safeguards
/main/
42862
fixed pink crossbow arrow during demos
fixed weapons not showing fire animations in third person / non local clients
fixed arrow pullback being invisible to non local clients
/main/
42863
recycler typo ( needs phrases )
/main/
42867
Final cargoship style 1.
Rad barrel material fix.
/main/hdrp/
42869
reverted heldEntity holster offset delay
/main/
42871
Improvements to collision damage code. No more jumping on your vehicle and hulk smashing it.
/main/vehicles/
42872
Merge from Main -> Vehicles
/main/vehicles/
42873
piano sound polish
pan flute sound polish
/main/instruments/
42874
Merge from Vehicles, André's previous code review point.
/main/vehicles/VehiclesCodeReview/
42875
Merge from the latest vehicles work
/main/vehicles/VehiclesCodeReview/
42876
~Remove old note sequences logic
Disable autoplay on cowbell and tambourine
/main/instruments/
42877
Testing a guitar deploy fix
/main/instruments/
42878
~Remove some unused placeholder guitar sfx
/main/instruments/
42881
Lowered view yaw clamp on piano and xylophone and nudged the eye pos back slightly
/main/instruments/
42882
This commit was hidden by Facepunch.
More guitar deploy changes
/main/instruments/
42884
Bumped immediate network visibility distance to 128m (from 64m) to give more notice for SAM sites
/main/
42886
merge from main
/main/RebindSkinnedMeshRenderer/
42888
NRE fix for cowbell & tuba viewmodels
/main/instruments/
42894
check root bone is valid
correctly transfer bounds
/main/RebindSkinnedMeshRenderer/
42896
cleanup
/main/RebindSkinnedMeshRenderer/
42898
merge from RebindSkinnedMeshRenderer
/main/
42900
PlaceCliffs small fix
/main/hdrp/
42905
Enabled collision detection for greybox cliffs using decor topology
/main/hdrp/
42906
Player presentation example assets
/main/PlayerPresentation/
42908
merge from PlayerPresentation
/main/
42909
Use a fresh steam ticket for changing notification settings
Catch exceptions from websocket constructor so the server still boots if it fails
/main/
42911
merge from long_itemnames_notifications
/main/
42912
S2P lootpanel.recycler
Phrases
/main/
42914
Converted items.asset to bundle load
Removed unsued classes
/main/
42915
Do PrefabPoolWarmup before WorldSetup
/main/
42916
When bundle is preloaded, add results to object cache
Show error properly if can't load a bundle
Preload specifically
Wait for preloading to finish in bootstrap
/main/
42920
Don't send login notifications to yourself
Fix login notifications being sent when you die?
/main/
42923
Put all the prefabs in prefabs.preload.bundle
/main/
42926
PrefabPoolWarmup preloads prefabs.preload.bundle
/main/
42931
Throw exception if no items loaded
Don't try to pre-fill the cache
/main/
42935
A test to bake using command buffer
/main/monument_optimisation_test/
42936
Enable WriteTypeTree
/main/
42937
~skin approval
/main/
42938
Fixed array errors
/main/
42940
vm panflute updates
/main/instruments/
42942
tambourine vm anims and setup
/main/instruments/
42943
Don't PrefabPoolWarmup in editor
/main/
42944
Added pool.prewarm convar
/main/
42945
Another guitar deploy change
Increased animation dead time on guitars and stop all input while in dead time
/main/instruments/
42946
Add another tambourine note (placeholder)
Tambourine vm setup
/main/instruments/
42948
This commit was hidden by Facepunch.
Handling bias edit
/main/vehicles/
42951
Some cleanup
/main/instruments/
42952
potentially fixed horses mounting walls
horses behave much better on rocky surfaces
horses and ascend/descent small cliffs instead of getting stuck
/main/
42953
Show module health info, but hide it when mounted
/main/vehicles/
42954
Drum IK tweak (RightHand5)
/main/instruments/
42955
Make drive force value available on the client + physics edits.
/main/vehicles/
42956
Merge from main
/main/tree_game/
42957
Interior WIP
/main/hdrp/
42958
Output baking...
/main/monument_optimisation_test/
42959
Tree marker tweaks:
-Don't allow the marker to reuse the last two points
-Instead of running the old system and then clamping to an approved position, move between close positions with some randomness to reduce loops
This should reduce the chance of markers appearing on the other side of a tree from the hit
/main/tree_game/
42960
Merge from main
/main/instruments/
42961
Update map image renderer so it works with procgen maps in builds
/main/
42962
Various merge cleanup stuff
/main/instruments/
42963
Server and client vehicle physics now behave the same, and the maximum speed estimate comes out correct on both. Some other vehicle physics tweaks.
/main/vehicles/
42965
merge from main
/main/PlayerPresentation/
42969
vm flute rebuilt
/main/instruments/
42971
Bundle reconfigure
/main/
42972
Camera override + example assets
/main/PlayerPresentation/
42974
Extracting all maps out of the gbuffer.
/main/monument_optimisation_test/
42975
Don't forget to include the GameManifest in the bundles
/main/
42976
Added ItemSkinDirectory
/main/
42978
Do prefab warmup in FileSystem_Warmup
Call FileSystem_Warmup in benchmark/demo for parity
/main/
42979
Throw exception properly if assets/skins.asset not found
/main/
42980
Localization, InventoryItems
/main/
42983
Include SpawnPopulation
/main/
42991
Fixed missing materials
/main/
42993
Tambourine updates -
added player shake anim,
updated vm shake anim to match current audio
/main/instruments/
42998
Fix for see through water when jumping / alt look while on a boat
/main/
43000
horse movement fixes
/main/horse_movement_fixes/
43001
Final style 1 cargoship
/main/hdrp/
43002
Unwrap baking testing
/main/monument_optimisation_test/
43003
Volumes & various fixes
/main/hdrp/
43004
Fixing the winding order on flattened mesh. Integrated the baker into the chunk test.
/main/monument_optimisation_test/
43005
More fixes
Ship interior profile
/main/hdrp/
43006
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Benchmark parity
/main/
43010
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Prefab bundles using FileSystem_Warmup's exclude filter
/main/
43014
Switch back to content.bundle
Load content while generating world
/main/
43015
Actually fix login notifications being sent when respawning
/main/
43016
Merge from Main -> Vehicles
/main/vehicles/
43018
~Merge from main
/main/instruments/
43020
Remove BoneAligner (no longer needed)
/main/instruments/
43021
Notes played stat for each instrument
/main/instruments/
43022
Fixed off-by-one error in MapImageRenderer
/main/
43023
Merge map fix from Main -> Vehicles
/main/vehicles/
43024
This commit was hidden by Facepunch.
~Refresh asset database after code gen, saves alt tabbing to trigger compile
/main/instruments/
43026
~Some formatting tweaks
/main/instruments/
43027
Refactor note sound positions to store transforms on KeyController rather than per-note, just store the index on the note
/main/instruments/
43028
~Xylophone IK tweak
/main/instruments/
43029
Remove InstrumentTool log
/main/instruments/
43030
Second stab at moving all instrument data to scriptable objects
/main/instruments/scriptableobjects2/
43031
Cowbell name update
/main/instruments/
43035
Audio bundle fixes
Don't preload content.undle
/main/
43038
Don't show marker data in Create menu
/main/tree_game/
43040
Added poolable component to all static rocks, rock formations, cliffs, icebergs and ice sheets (which adds them to the world grid)
/main/world_grid/
43056
~ merge from instruments
/main/
43057
updated vm guitar anims
Added vm jerrycan guitar anims
Added jerrycan vm animator, hooked up in vm prefab
/main/instruments/
43071
Results from baking are now exported into the project.
/main/monument_optimisation_test/
43073
Materials are now setup correctly
/main/monument_optimisation_test/
43076
DLC unlock for everyone
Remove audio bundle
/main/
43077
horse debugging and movement improvements
/main/horse_movement_fixes/
43078
merge from main
/main/horse_movement_fixes/
43079
updated instrument crafting costs
/main/instrument_cost_adjustments/
43080
Cargoship prefab surgery.
Put Cargoshiptest into the ship scene.
/main/hdrp/
43081
Specular and Glossiness output is now correct.
/main/monument_optimisation_test/
43083
Style 2 backup
/main/hdrp/
43084
Merge from main
/main/instruments/
43085
Block all active key inputs when switching to an instrument
/main/instruments/
43086
Normals output is now correct.
/main/monument_optimisation_test/
43087
Merge instruments_cost_adjustment
/main/instruments/
43088
Mark instruments as default blueprints (except acoustic guitar)
/main/instruments/
43089
Axle fix
/main/vehicles/ChassisVisuals/
43091
Ship style 2 & prefab
/main/hdrp/
43092
Added suspension visuals
/main/vehicles/ChassisVisuals/
43093
Merge from /instruments
/main/instruments/scriptableobjects2/
43094
Added a maximum note length to the trumpet and flute
/main/instruments/
43095
Recovered Airfield lighting groups & S2P
/main/hdrp/
43098
Missed some cleanup things.
Airfield S2P
/main/hdrp/
43099
Merge from instruments again
/main/instruments/scriptableobjects2/
43100
Reapply main branch changes
/main/instruments/scriptableobjects2/
43101
Merge from main
/main/world_grid/
43102
Merge from main
/main/world_grid/
43104
~Undo NeedsSteamDLC comment out
/main/
43108
Update bundle flags
/main/
43110
Added world.streaming convar (false by default while we're testing)
/main/world_grid/
43111
Fix for eyes clipping through ceilings when crouch jumping
/main/
43112
Merge from world_grid
/main/
43113
Sound folder bundle restore
/main/
43115
Bundle tweaks
/main/
43119
Fixed detail UV1 option on a few shaders
/main/hdrp/
43127
Adding Prefabs.unity back in maps.bundle
/main/
43130
Restoring UpdateBundleAssignments
/main/
43136
Added a dilation method for resulting textures to fix artifacts.
/main/monument_optimisation_test/
43139
Exported out hair morph targets to individual meshes
/main/hair_morph_meshes/
43140
This commit was hidden by Facepunch.
Disabled mesh compression on hair shapes
/main/hair_morph_meshes/
43142
Show a status message in the console after pairing finishes
/main/
43143
Renamed some folders
/main/hair_morph_meshes/
43144
Restored bundle flags to pre-garry fucked everything up version
/main/
43145
updated axles rig
/main/vehicles/
43146
acoustic guitar offset notes fix
/main/instruments/
43147
Merge axle changes
/main/vehicles/ChassisVisuals/
43150
updated WIP modules
/main/vehicles/
43151
Update suspension to use Thai's changes
/main/vehicles/ChassisVisuals/
43152
Merge vehicle visuals
/main/vehicles/ChassisVisuals/
43155
Removed steering attack position match code
/main/vehicles/ChassisVisuals/
43156
UpdateBundleAssignments really is just repeating functionality of BuildAssetBundles.BuildMap
Debug output around LoadBundle/UnloadBundles since the errors seem to start right after world cleanup
/main/
43157
Moved wheel FX
/main/vehicles/ChassisVisuals/
43158
Trumpet vm tweaks
/main/instruments/
43159
removing unused stuff on chassis 2
/main/vehicles/ChassisVisuals/
43160
Merge from instruments
/main/instruments/scriptableobjects2/
43161
merge from main
/main/horse_movement_fixes/
43163
Added temporary hair eyebrow shapes
/main/hair_morph_meshes/
43165
Updated hair prefabs
/main/hair_morph_meshes/
43169
removed horse debugging
/main/horse_movement_fixes/
43172
fixed horse water detection
/main/horse_movement_fixes/
43173
Don't automatically go into full keyboard mode for static instruments (has to be toggled with reload like held instruments)
While in full keyboard instrument input mode, ignore InvNext, InvPrev, Slot1-8, Map and Compass inputs
/main/instruments/
43174
This commit was hidden by Facepunch.
Airfield iteration & S2P
Volume tweaks
/main/hdrp/
43177
Bandit town merge fix 1/2
/main/hdrp/
43178
Fixed suspension extending forever when ungrounded
/main/vehicles/ChassisVisuals/
43179
This commit was hidden by Facepunch.
Stripped obsolete stuff from wooden cabin prefabs.
/main/hdrp/
43181
Blitting a mask for better dilation. Fixed bugs caused by compression.
/main/monument_optimisation_test/
43182
Bandit town lantern.pillar emissive rework.
/main/hdrp/
43183
instrument deploy sounds
canbourine shake sounds
/main/instruments/
43184
Compile fix
/main/instruments/
43185
Fixed axle angle calculation
/main/vehicles/ChassisVisuals/
43186
Fixed fuel system storage positioning
/main/vehicles/ChassisVisuals/
43187
Fix right-side steering bug
/main/vehicles/ChassisVisuals/
43188
Cleaned more obsolete scripts.
/main/hdrp/
43189
First pass on a UI panel to display instrument keybinds and note states while playing
Enabled by default, can disable with instruments.showInstrumentHelp convar
/main/instruments/
43191
Show sharp modifier binding on music UI
/main/instruments/
43192
Show a warning if a player has keys bound to numpad numbers and num lock is off (windows only)
/main/instruments/
43193
Enforce consistent note order display
/main/instruments/
43194
Unsaved
/main/instruments/
43196
Add maximum note time for tuba
/main/instruments/
43200
Bandit town lantern improvements.
/main/hdrp/
43201
Annoying bug where Unity doesn't propagate prefab parameters unless you click on the instances.
/main/hdrp/
43202
Visual LookAts now working correctly, with the correct rotation offsets.
/main/vehicles/ChassisVisuals/
43204
Wheel assignment fix
/main/vehicles/ChassisVisuals/
43206
More adjustments
/main/vehicles/ChassisVisuals/
43207
Enabled world.streaming by default (load time, ram and fps optimization)
/main/
43208
merge from instruments
/main/
43209
split eyebrow morphs and exported individually
/main/hair_morph_meshes/
43212
Compile fixes
/main/
43213
Don't trigger music help UI for non-local players
/main/
43216
Removed unused dummy eyebrow shapes
/main/hair_morph_meshes/
43221
Skip the whole UnloadBundles to see if that fixes the "The file 'none' is corrupted! Remove it and launch unity again!" errors
/main/
43222
Removed BlockInputsWhilePlayingInstrument stuff from buttons.cs (this is the wrong way to do this)
/main/
43224
Try to bring assets.bundle under 4gb
/main/
43226
~ Clean how UIMusicHelpDisplay is accessed
Renamed class "v_instrument" to InstrumentViewmodel
/main/
43228
replaced admin.mutevoice/admin.mutechat with mute (mutes both)
admin.mute/unmute applies to sleeping players too
Added admin.mutelist
/main/
43232
Chinese Lantern HDRP conversion w/ translucency
/main/hdrp/
43234
Added admin.killplayer
/main/
43238
Standalone gas lantern conversion.
/main/hdrp/
43240
Tell everyone on the server when kicking someone because of cheats
Print in console when kicking someone because of cheats
/main/
43242
Include the reason in the server restart countdown messages
/main/
43243
Print more useful information into the console on player join
/main/
43246
Candles don't use gigantic textures. Added translucency & mat conversion.
/main/hdrp/
43247
merge from main
/main/horse_movement_fixes/
43253
vm cowbell anim updates
/main/instruments/
43256
Merging from main...
/main/skeleton optimizations/main_merge/
43257
merge from main
/main/skeleton optimizations/main_merge/
43261
tweaked steering skin
/main/vehicles/
43263
Merge chassis update back into to Vehicles.
/main/vehicles/
43264
Minor map edit
/main/vehicles/
43265
Compile fix fix
/main/vehicles/
43267
drumkit sound polish
better arrangement for drumkit notes on numpad
/main/instruments/
43269
Merge from main
/main/hair_morph_meshes/
43271
Cleanup and manifest rebuild
/main/vehicles/
43272
Fixed help display hiding when a non-local player stops using an instrument
/main/instruments/
43273
Fixed axle angle being unsigned, not working with negative values
/main/vehicles/
43274
cowbell sound polish
/main/instruments/
43275
Looping sounds now have an end time in case it doesn't get an end signal for whatever reason
/main/instruments/
43276
Do the visual lookat operation in one rotation call
/main/vehicles/
43277
Smoothed suspension visual movement even with rapid wheel hit changes
/main/vehicles/
43279
Added an exit time condition to the tambourine shake to make it last longer
/main/instruments/
43280
Create music help note list straight away rather than relying on order of execution
/main/instruments/
43282
Hooked all remaining notes up to the piano (now 88 notes in total)
/main/instruments/
43285
UIMusicNotes now animate a child rather than the root to avoid messing with the layout
/main/instruments/
43286
updated chassis with max compression suspension, tweak steering skin, fix front axle hole in mesh
/main/vehicles/
43287
Added audio.debugvoicelimiting to print a log whenever a sound is ended early because of limits
Added audio.printSounds to print out the number of currently playing sounds by definition
/main/instruments/
43288
Early exit playrecording if no filename is provided
/main/instruments/
43289
terrain foliage rocks, for stones and gravel splats
/main/hdrp/
43290
merge from instruments
/main/
43291
Made wheel suspension calculation correct re the actual collider, improved axle angle +/- calculation
/main/vehicles/
43292
Minor test map edit
/main/vehicles/
43293
Revert ProjectSettings, didn't mean to commit
/main/vehicles/
43294
Fixed rare case when entity could remain parented after leaving TriggerParentEnclosed
/main/
43297
Merge compile fix from instruments
/main/
43299
foliage spawn settings, spawners
/main/hdrp/
43300
merge from main
/main/chat_improvements/
43301
Load initial bundles synchronously
/main/
43305
Fixed serialized field in ifdef in BaseCombatEntity, BaseNPC, AiManagedAgent
/main/
43307
interface options UI toggle for global mute
/main/chat_improvements/
43309
chat menu global mute setup
/main/chat_improvements/
43312
Added primitive screencapture to .png sequence
/main/PlayerPresentation/
43314
Disable asset bundle preloading
/main/
43316
Fixed a few post merge errors.
/main/skeleton optimizations/main_merge/
43317
Fixed PlayerModel references
/main/skeleton optimizations/main_merge/
43320
Rename sleeping bag skin with newline in it
/main/
43323
added skinned male_eyebrows_lod1
/main/hair_morph_meshes/
43324
Fixed horse prefab
/main/skeleton optimizations/main_merge/
43326
merge from main
/main/skeleton optimizations/main_merge/
43327
~Fixed profiler blocks
/main/
43328
Fixed Surgeon Outfit displaying both male and female meshes at the same time
/main/surgeonoutfit_fix/
43330
This commit was hidden by Facepunch.
latest cliff generation and cliff prefabs
/main/hdrp/
43335
Fixed clothsash
/main/skeleton optimizations/main_merge/
43336
Merge in the main_merge branch
/main/skeleton optimizations/
43339
merge from surgeonoutfit_fix
/main/
43344
Bundles: add prefabs first
/main/
43348
merge from main
/main/skeleton optimizations/
43354
Updated surgeon outfit
/main/skeleton optimizations/
43356
Serialization fixes
/main/
43357
~xmas sleeping bag fix
/main/
43360
merge from main
/main/skeleton optimizations/
43361
~Client compile fix
/main/
43362
Don't throw exceptions in UnityEngine.Application.logMessageReceived
/main/
43363
Assigned hair shapes to shared/content.bundle
/main/hair_morph_meshes/
43364
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
move hq sound fade audiofilter to a separate component so we can enable/disable it instead of just skipping processing
/main/instruments/
43374
This commit was hidden by Facepunch.
Merge from hair_morph_meshes
/main/
43376
Adjust wheel target pos
/main/vehicles/
43377
Merge from main
/main/instruments/
43378
Moved FileSystem_Warmup back to where it should be
/main/
43379
Added vm strum anims, added logic to controllers, reduced recentlyplayed values
/main/instruments/
43381
Fixed server compile
/main/
43382
This commit was hidden by Facepunch.
SoundBuilder is now LoopBuilder, supports all notes
/main/instruments/
43384
~icon render scene update
/main/
43386
This commit was hidden by Facepunch.
Asset bundles skip bundling anything in a /resources/ folder
More specific prefab/so bundling
/main/
43389
merge from main
/main/rc_tests/
43391
This commit was hidden by Facepunch.
IsDriveable() checks minimum vehicle requirements
/main/vehicles/
43394
static instrument mount/dismount sounds
/main/instruments/
43395
Stat edits
/main/vehicles/
43396
Fixed wrong WheelCollider assignment on 2module chassis that was causing it to pull to the left
/main/vehicles/
43397
fix clipped note start on acoustic guitar G3
/main/instruments/
43398
Improved module repair UI
/main/vehicles/
43399
Fixed instances of Bandit Town hitting the shadow limit.
Polish & S2P
/main/hdrp/
43400
Unsaved
/main/hdrp/
43401
Merge fixed Compound (1/2)
/main/hdrp/
43402
Update drum kit description
/main/instruments/
43403
Lightpost_a & _b merge fix.
/main/hdrp/
43404
Added a playedNote trigger to to guitar viewmodel for more accurate strumming
/main/instruments/
43405
Update the default server image
/main/
43406
Additional early exit for AllowMove.
/main/vehicles/
43408
Air resistance and engine power tweaks
/main/vehicles/
43409
Allow up to 1024x512 images for the server header
/main/2x_server_header/
43411
Unsaved anim controller
/main/instruments/
43412
Fixed potential NRE in WorldNetworking.RequestWorldData
/main/
43413
merge from tree_game
/main/
43414
latest terrain generation - includes more post processing on dirt and snow splats to add fine depth to terrain
/main/hdrp/
43415
Missing files for arid spawn populations
/main/hdrp/
43417
greybox cliffs set stone splats at their feet in a 7m radius
/main/hdrp/
43418
Scientist skeletons and lighting prefabs
/main/PlayerPresentation/
43419
merge from main
/main/PlayerPresentation/
43421
Async bundles returned
/main/
43422
fixed Surgeons and Easter Onesie maxtexturesize
/main/
43423
Poster scenes backup
/main/posters/
43425
This commit was hidden by Facepunch.
merge from main
/main/chat_improvements/
43429
Set the texture loaded by HttpImage to clamp so it doesn't bleed on the edges
/main/2x_server_header/
43431
Merge from 2x_server_header
/main/
43432
Fixed rare NRE in TriggerParentEnclosed.OnTick
/main/
43433
Fixed issue where PlaceCliffs would ignore filter on child prefabs
Made PlaceCliffs no longer place the same cliff piece twice in a row
These two improvements also made PlaceCliffs significantly faster
/main/hdrp/
43434
Scene backup
/main/hdrp/
43435
latest terrain generation
/main/hdrp/
43436
updated mounts for rowboat, horse, mini heli, transport heli
Added SideLeanAmount to BaseMountable, allowing player to lean over the sides of seats when looking to the side and down
/main/
43437
greybox cliffs paint snow splat as a way of debugging script
/main/hdrp/
43438
merge from chat_improevments
/main/
43442
Merge from main
/main/skeleton optimizations/
43443
Fixed TerrainSplatSet missing spots when there was already some of the splat present
/main/hdrp/
43445
Fixed lantern materials
/main/hdrp/
43449
added vm bass anims, added animator & hooked up to prefab
/main/instruments/
43452
This commit was hidden by Facepunch.
Don't compile bundles using strict mode
/main/
43460
Deforming the correct parts
/main/skeleton optimizations/
43461
Lantern + flame materials tweaks
/main/hdrp/
43462
This commit was hidden by Facepunch.
Scene backup
/main/hdrp/
43465
Awning materials
/main/hdrp/
43466
Missing file
/main/hdrp/
43468
Hazmat_Suit and HeavyScientist Skeletons
/main/posters/
43471
progress backup
/main/hdrp/
43472
manifest
/main/hdrp/
43473
unfucking driftwood files, again
/main/hdrp/
43474
spawn_v3 adjusted max entries to stop the console spam at loading
/main/hdrp/
43475
Optimized Oilrig
/main/monument-mesh-opt/
43476
Softened terrain4.mat splat transitions on regular procmap as it doesnt handle splat weights the same as our new maps (this makes it similar to main)
/main/hdrp/
43477
Optimized Oilrig small
/main/monument-mesh-opt/
43478
Optimized Launch site
/main/monument-mesh-opt/
43479
Optimized Harbor
/main/monument-mesh-opt/
43480
Optimized Supermarket
/main/monument-mesh-opt/
43481
This commit was hidden by Facepunch.
Avoid [unknown] name on the death screen
/main/
43484
Optimized Harbor 2
/main/monument-mesh-opt/
43485
Optimized Sphere tank
/main/monument-mesh-opt/
43486
Updated water wells and power substations
/main/monument-mesh-opt/
43487
This commit was hidden by Facepunch.
Optimized mining quarries and radtown
/main/monument-mesh-opt/
43489
Merge from main
/main/comp/
43490
Optimized Trainyard and Water treatment plant
/main/monument-mesh-opt/
43491
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Updated Junkyard
Optimized bandit_town
/main/monument-mesh-opt/
43494
Merge from Main->Vehicles
/main/vehicles/
43495
Added an InstrumentDebugInput component to test stuff out in the editor
/main/instruments/
43496
Added some checks to notesfx importer to catch duplicate midi notes
/main/instruments/
43497
Enable playedNote trigger on acoustic guitar vm
/main/instruments/
43498
Fixed some drum sound defs not in the instruments class
/main/instruments/
43499
updated WIP module, tweak chassis elements to work with 2 bones influence
/main/vehicles/
43500
Cherry picked 43502
/main/
43504
This commit was hidden by Facepunch.
set chassis mesh skin quality to auto
/main/vehicles/
43507
Merge qual
/main/vehicles/
43509
Set m_CurrentQuality setting back to 6.
/main/vehicles/
43511
Optimized Military tunnels
/main/monument-mesh-opt/
43512
updated wip module, getting latest
/main/vehicles/
43514
Updated all monument prefabs
/main/monument-mesh-opt/
43515
WIP team chat integration
Keep track of the most recent team chat messages, add a command to get them
Add a command to send team chat messages
Broadcast team chat messages to listeners as they arrive
Got rid of some redundant allocations in DeveloperList
/main/comp/
43516
Reject commands sent by banned players
/main/comp/
43517
Fix sending unhandled command error with bad data
/main/comp/
43518
This commit was hidden by Facepunch.
Raise priority of instrument notes produced by the local player
/main/instruments/
43520
This commit was hidden by Facepunch.
Updated piano IK targets to work better across one octave when using the keyboard
/main/instruments/
43522
Merge from main
/main/instruments/
43523
This commit was hidden by Facepunch.
Just "!CLIENT" out the whole method because there's already a !CLIENT around the StartCoroutine anyway
/main/vehicles/
43525
Benchmark record memory usage
/main/
43526
Fixed NRE and guitar not appearing when previewing the acoustic guitar in the workshop preview uploader
/main/instruments/
43529
Fix Music Help UI NRE when the sharp modifier key is not bound
/main/instruments/
43530
merge from instruments
/main/
43532
player piano update
/main/instruments/
43536
Fix shoulder bones not resetting scale properly when mounting
/main/instruments/
43537
~ Don't remove DDraw script from server builds
/main/
43539
~ Remove ImpostorShadows component in PrefabPreProcess
/main/
43540
Merged from instruments
/main/
43541
Fix broadcast pooling
/main/comp/
43542
Show ban reason when rejecting banned players from joining the server
/main/
43543
Never include server channel messages in the recently seen list (fix for report UI on modded servers)
Never allow clicking on server channel messages, even if they have a steamid set
/main/
43544
Bundle juggle
/main/
43545
Fixed not able to access the motor in rowboat when driving
/main/
43547
Morphcache bug fix
/main/skeleton optimizations/
43548
This commit was hidden by Facepunch.
merge from main
/main/autoturret_2/
43553
Alt look hides viewmodel/body
/main/
43554
Fixed icons not being included
/main/
43557
Deleted redundant files
/main/skeleton optimizations/
43560
NRE fix
/main/skeleton optimizations/
43567
BBQ static conversion
/main/hdrp/
43568
Wearable conversion
/main/skeleton optimizations/
43569
Manifest update
/main/skeleton optimizations/
43570
Fixed hair parts sometimes not getting removed.
/main/skeleton optimizations/
43571
Hobobarrel static fixes.
Scene backup.
/main/hdrp/
43574
Slightly adjust sound priority dynamically based on camera distance
Specific sounds can have priority modified at runtime so we can make local player sounds higher priority, etc
Tweak priorites on some SoundClasses
/main/
43575
Added AudioClipImporterSetup
/main/
43576
Here's a ton more sounds to import
/main/
43577
Initial sound priority update for oneshots uses distance from SoundManager.RequestSoundInstance instead of calculating it again
/main/
43578
This commit was hidden by Facepunch.
Setting music volume to zero doesn’t stop menu music from playing unless menu music volume is also set to zero
/main/
43580
merge from main
/main/instruments/
43581
less variation on cowbell sound
/main/instruments/
43583
This commit was hidden by Facepunch.
Compile fix
/main/instruments/
43585
This commit was hidden by Facepunch.
Merge from main
/main/tree_game/
43587
Fixed a bunch of read-only mesh errors across several monuments
/main/monument-mesh-opt/
43588
Fixed errors on savas island scenes
/main/monument-mesh-opt/
43589
Fixed some errors on HapisIsland
/main/monument-mesh-opt/
43590
Vehicle garage UI changes, plus added warning if vehicle isn't in a driveable state in the garage. Protocol++ due to syncing occupant data.
/main/vehicles/
43591
Fixed piano not being able to play all of it's notes (note array needed to be regenerated)
Fixed piano deploy sound registered on the piano as D0
NoteSFXImporter now skips sound definitions with "mount" or "deploy" in their name
/main/instruments/
43592
Fixed vehicle garage refresh
/main/vehicles/
43593
Ordering fix
/main/vehicles/
43594
Fixed repair costs not matching crafting costs on static instruments
/main/instruments/
43595
Remove a log
/main/instruments/
43596
More cleanup
If unable to find a recording when using playrecording, print out the options in the directory
/main/instruments/
43597
This commit was hidden by Facepunch.
Scene backup
/main/hdrp/
43599
merge from instruments
/main/
43601
Reworked ALT and Mountain topologies for Damian
/main/hdrp/
43602
foliage rocks filter update, added GenerateCliffTopology to the gaea level world stack
/main/hdrp/
43604
Merge from main
/main/posters/
43605
Sound settings test 2
/main/
43607
Added a music stage to compound chill zone with a few static instruments
/main/
43609
Merge from main
/main/instruments/
43610
Added deployable decay to deployed instruments
/main/instruments/
43611
Updated binding array for all notes on static piano
/main/instruments/
43614
Scene backup
/main/hdrp/
43616
static workbenches can no longer be player rotated
/main/static_workbench_rotation/
43617
Disable stats
/main/instruments/
43620
Compile fix
/main/instruments/
43621
Moved music stage out of compound scene into a nested prefab
/main/
43623
FullKeyboard mode swallows all keys
FullKeyboard mode cancels on escape
FuilKeyboard mode works on static instruments
/main/instrument pass01/
43624
merge from main
/main/skeleton optimizations/
43625
This commit was hidden by Facepunch.
Fixed issue with follow bone
/main/skeleton optimizations/
43628
GameTip uses RustText
Added Instrument Numlock GameTip
/main/instrument pass01/
43631
This commit was hidden by Facepunch.
Fixed powerline_pole_a
Fixed errors on HapisIsland and Launchsite
/main/monument-mesh-opt/
43634
Removed instrument UI
/main/instrument pass01/
43636
BaseInstrumentTip
/main/instrument pass01/
43638
This commit was hidden by Facepunch.
Implemented tips for full keyboard mode, numpad interaction
/main/instrument pass01/
43645
Some boilerplate code + editor stuff
/main/skeleton optimizations/Hitbox System/
43647
Fixes
/main/instrument pass01/
43650
UI for keyboard capture mode
/main/instrument pass01/
43651
Cleanup
/main/instrument pass01/
43653
Killed music UI
Added tips explaining numlock, numpad controls, full keyboard input
Added keyboard lock ui
Game tips use RustText
Split InstrumentKeyController into multiple files
/main/
43655
Remove AltLayoutNotes
/main/instruments fullkeyboard/
43656
This commit was hidden by Facepunch.
Merge from main
/main/monument-mesh-opt/
43660
OreResourceEntity.PlayBonusLevelSound NRE fix
/main/
43661
More editor work, most of the inspector hooked up.
/main/skeleton optimizations/Hitbox System/
43666
Final compound iteration into prefab
/main/hdrp/
43667
Walk/run footsteps use separate sound templates instead of maxDistance modulation
/main/
43668
Added KeyboardMidi
/main/instruments fullkeyboard/
43670
Merge from main
/main/comp/
43671
Documentation
/main/instruments fullkeyboard/
43672
We have json files in Assets\StreamingAssets\keymidi\ that are editable at runtime.
midi.json - a list of note names and their corresponding midi note number qwerty-uk.json - a keyboard mapping definition, mapping note names to key names.
Key names can be instrument specific, if you add a qwerty-uk.piano.json file, it'll be used when playing a piano.
It's not possible to fit everything on the keyboard, so rather than complicate things by adding modifiers for sharps we should just leave them out. Anyone that misses them will have real midi input.
This is so people a bit familiar can play happy birthday.
/main/
43674
Server compile fix
/main/
43675
Audio Import test 3
/main/
43676
Fix chat timestamp always being 0
/main/comp/
43677
Fixed more Hapis errors
Reverted some tiny meshes back to renderer batching
Renderer batch skips non-readable meshes
Added mesh optimization editor tools
/main/monument-mesh-opt/
43678
This commit was hidden by Facepunch.
Merge from main
/main/instruments/
43681
Reapply compile fix
Fix NRE when using playrecording with no args
/main/instruments/
43682
Fix exception when playing a recording and the directory doesn't exist
/main/instruments/
43683
Fixed bass vm not playing strum animations
/main/instruments/
43685
Finished HapisIsland
Fixed SavasIsland_koth
/main/monument-mesh-opt/
43686
Add IsEmpty() method to ItemContainer
/main/vehicles/
43687
Tundra foliage spawn settings / Progress
Made spawn settings dependant on topology masks
Texture tweaks and material tweaks
Tundra forests
Made grass splat slightly darker in tundra
/main/hdrp/
43688
Setting up garage UI for chassis recycling
/main/vehicles/
43690
Updated mesh optimization tools
/main/monument-mesh-opt/
43691
scene2prefab all monuments
/main/monument-mesh-opt/
43693
Button visuals and text
/main/vehicles/
43694
Editor work
/main/skeleton optimizations/Hitbox System/
43695
Recycler recycling method made static, so garage can use the same process for chassis recycling
/main/vehicles/
43696
Fixed some issues from the merge earlier, rebuild manifest to get instruments to show in compound
/main/instruments/
43697
Add instruments.debugNotes to print notes being played
Fixed some missing strings on piano and trumpet
/main/instruments/
43699
Unsaved
/main/instruments/
43700
Fixed LMB note playing all octaves instead of just one
/main/instruments/
43701
Chassis can now be recycled at the vehicle lift
/main/vehicles/
43702
Made a new keybind generator for the new full keyboard input mode
Fixed a note missing a MIDI code on the bass guitar
Generated default full keyboard binds for guitars, drums, flute, xylophone, tuba, trumpet
Jerry can guitar and acoustic guitar now use two different keybind short names (they have different notes)
/main/instruments/
43703
Fixed some inconsistent animation slots on the bass
/main/instruments/
43704
Fixed some duplicated notes and incorrect animation slots on the jerry can guitar
/main/instruments/
43705
Update animation slots on trumpet
/main/instruments/
43706
Print bind count on instrument and BindingCollection in instruments.midiinfo
Increased max concurrent notes on the piano to 10 (was 3)
/main/instruments/
43707
Scene2Prefab Compound
/main/instruments/
43708
merge from instruments
/main/
43709
Server compile fix
/main/
43711
This commit was hidden by Facepunch.
Reduced overall body scaling by 75%
Fixed body scale seeding not seeding very good
Removed redundant BoneInfoComponents from playermode
Fixed bone scaling setup in inventory screen player preview not being the same as actual
/main/
43719
Audio bundle test
Don't include streamingassets stuff in bundles
/main/
43722
Merge from main
/main/monument-mesh-opt/
43723
This commit was hidden by Facepunch.
Switching Api Compatibility to net standard 2.0 was suggested as a solution to fix freezing - testing
/main/
43727
Fixes & iteration on the Giant Excavator monument.
/main/hdrp/
43728
This commit was hidden by Facepunch.
Report exceptions to a different sentry project on staging
/main/
43731
Switching back to .net 4.x (we're using lots of shit)
/main/
43733
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Gas station missing scene setup.
/main/hdrp/
43743
Fixed train_wagon_e pink outlines on military tunnel hapis
/main/monument-mesh-opt/
43747
Hitbox setup tools
/main/skeleton optimizations/Hitbox System/
43752
Merge from main
/main/monument-mesh-opt/
43754
Merge from /main/monument-mesh-opt (yolo)
/main/
43755
Merge from comp
/main/
43763
This commit was hidden by Facepunch.
Don't report "Could not allocate memory" exceptions
/main/
43766
~Fixed some exceptions in KeyboardMidi if json files are wrong (show warnings instead)
/main/
43769
Better debug output when exception in NoteBinding.FindButton
/main/
43770
Fix audiosource sync when attempting to sync clips that have been optimized to different sample rates
/main/
43771
~Moved some instrument animation stuff to animation file
/main/
43773
Report server exceptions on staging to new sentry url too
/main/
43776
This commit was hidden by Facepunch.
Fixed drumkit notes
/main/
43779
Harbor var2 WIP
/main/hdrp/
43780
Implemented Custom/StandardWithDecal shader (fix for pink board in excavator)
/main/hdrp/
43781
Merge from main
/main/instruments/
43782
This commit was hidden by Facepunch.
Fixed wrecked sedan and warehouse instances on HapisIsland
/main/
43784
Vehicle garage UI display is now conditional on whether there's a vehicle on the platform. Less cluttered
/main/vehicles/
43785
Make notebindings non-serialized, pass in Binding info when required
/main/instruments/
43786
Garage UI work
/main/vehicles/
43787
Wheel negative extension fix
/main/vehicles/
43788
Align wheel colliders to the middle of wheels instead of edges, to better align with visuals
/main/vehicles/
43790
Move instruments audio group so that it's not underneath game sounds
/main/instruments/
43791
Test map vehicles change
/main/vehicles/
43792
Remove some placeholder tambourine and cowbell stuff
/main/instruments/
43793
Play deploy animation when mounting a piano
/main/instruments/
43794
Garage UI work
/main/vehicles/
43795
More garage UI work
/main/vehicles/
43797
Fix alt looking so you can't flip your head upside down anymore (hopefully)
/main/
43798
Garage UI work again
/main/vehicles/
43799
Fix some weirdness on horses
/main/altlook/
43800
Added support for sustain pedals on MIDI keyboards
/main/instruments/
43801
Fix compile error
/main/instruments/
43802
Enable sustain on piano
Possible Exception fix on InstrumentViewModel
/main/instruments/
43803
merge from instruments
/main/
43804
Added music stage back to compound level
/main/
43806
This commit was hidden by Facepunch.
Fixed full keyboard mode right border
/main/
43809
~Tweaked rhib driver standing position so you can access fuel again
/main/
43812
Tweaked seat mounting to take into account facing direction, making it a bit easier to get into the seat you want to get into
/main/
43813
Recovered small_refinery_static changes.
Harbor 2 WIP.
/main/hdrp/
43815
Fixed missing script on player_ragdoll
/main/
43817
Removing collider_batch.prefab (missing script) @andre might want to check this is okay
/main/
43818
Recovered charcoal_refinery
/main/hdrp/
43821
updated WIP module textures
/main/vehicles/
43826
Make sure audiomixer goes in audio.bundle so there's only one version of it
/main/
43830
Retry string download 3 times before calling it a day
/main/
43832
Fixed water_tower_collapsed read-only mesh collider errors on water_well_c
/main/
43834
Fixed rock_med_a/b/c read-only mesh collider errors on remaining prefabs
/main/
43836
Network++
Save++
/main/
43837
Fixed DownloadStringCoroutine errors
/main/
43840
Fixed array exceptions in DevMovePlayer
/main/
43841
gc;totalmemory to megabytes
/main/
43842
Benchmark record bundle sizes
/main/
43843
Less spammy dedicated server bootup
/main/
43847
Swapping out systems
/main/skeleton optimizations/Hitbox System/
43848
Remaining Harbor 2 + s2p + merge prefab
/main/hdrp/
43849
Fix weirdness when mounted on things that aren't completely upright
/main/altlook/
43852
Clamping nonsense
/main/altlook/
43854
Merge from main
/main/altlook/
43856
Fixed DownloadStringCoroutine
/main/
43857
GenerateTerrainMesh can now be used on custom maps in the editor without modifying the terrain data asset on disk (by making a temporary copy in play mode)
/main/hdrp/
43859
Fix server using the wrong look rotation
/main/altlook/
43862
Merge from altlook
/main/
43864
RecordBundleSizes fix
/main/
43865
Abort connection if connecting to an EAC protected server without EAC loaded
/main/
43866
This commit was hidden by Facepunch.
tambourine - made player and vm shake anims match updated sound
/main/instruments/
43869
Added some textures in Rust.Ai, Prefabs/Tools, Prefabs/Resource, Prefabs/NPC and Prefabs/Misc to streaming pool
/main/
43870
Added some textures in Prefabs/Clothes, Prefabs/Deployable, Prefabs/Instruments and Prefabs/Weapons to streaming pool
/main/
43871
Better volumes & minor iterations for Harbor 1 & 2 + s2p
/main/hdrp/
43872
Chassis recycling now goes into garage container instead of all dropping on ground, shares Recycler method
/main/vehicles/
43873
Merge from main
/main/instruments/
43874
This commit was hidden by Facepunch.
Merge from Main -> Vehicles
/main/vehicles/
43876
Move AllowFullKeyboardInput to the NoteBindings object, should fix full keyboard mode not working on compound instruments
/main/instruments/
43877
Fixed door.hinge textures not read/write for some reason
/main/
43878
Fixed MIDI input sending RPC's even if a note was rate limited
Added a max of 5 MIDI notes started in a frame
/main/instruments/
43879
Fix combatlog not usable without admin
/main/
43880
This commit was hidden by Facepunch.
adjusted autoturret cost and description
/main/autoturret_2/
43882
Drum note changes
/main/instruments/
43883
merge from main
/main/autoturret_2/
43884
Now that the internal garage container is shown in the UI, remove the PlayerLoot CanMoveLoot code from changeset #42636 entirely. This also fixes loot not moving from the output container into the main inventory correctly.
It does feel wrong to let player right-click move items from inventory into the recycle "output" container, but I note that the recycler allows it.
/main/vehicles/
43886
Hide garage output when empty + fix client compile
/main/vehicles/
43887
Rename "contents" garage UI title to "output"
/main/vehicles/
43889
This commit was hidden by Facepunch.
Added some textures in Content/Player+Props+Structures+Vehicles and Prefabs/Clothes to streaming pool
/main/
43894
~skin approval
/main/
43895
This commit was hidden by Facepunch.
Add channel info to debugMidi logs
/main/instruments/
43897
Tweaked bass third person hold position
/main/instruments/
43898
Fixed incorrect slot checks on right-click move when using multi-slot modules. Added optional "slotIsReserved" delegate to ItemContainer which acts much like the "canAcceptItem" pre-filter, but for SlotTaken. Also fixed a related bug in SocketIsFree.
/main/vehicles/
43899
This commit was hidden by Facepunch.
merge from instruments
/main/
43901
This commit was hidden by Facepunch.
GenerateCliffTopology works on custom maps
/main/hdrp/
43903
drum ik target updates
/main/instruments/
43904
New cliffs WIP
Simplifed Cliff shader (killed tri-planar projection and second albedo tinting, added a 'data map' slot to replace vertex colors use)
Renamed greybox folder
/main/hdrp/
43906
Added GenerateTerrainMesh on the world stack (project_gaea)
/main/hdrp/
43907
Tundra color correction
Various foliage spawning tweaks
/main/hdrp/
43908
Ragdoll setup on player_model. Changes to the editor. Hit detection tweaks.
/main/skeleton optimizations/Hitbox System/
43909
This commit was hidden by Facepunch.
Removing a load of older cliffs/deprecated cliffs meshes/materials/textures/prefabs
/main/hdrp/
43911
Fix funky viewmodel positioning when parented
/main/
43912
rock_14_diff tweaks (brightness)
World stack scripts re-order
/main/hdrp/
43913
corrected mesh_replace on surgeon_outfit_split prefab
/main/surgeonoutfit_fix/
43914
Fixed vent_LOD1 read-only mesh collider errors
Updated launch_site and Hapis
/main/
43915
World stack scripts re-order
/main/hdrp/
43916
Rebuilt all monument prefabs using truck models
/main/
43917
Backup
/main/ring_road/
43918
Ice lakes 1-4 scenes converted.
snow_balls material uses hdrp translucency.
/main/hdrp/
43920
snare ik target update
/main/instruments/
43921
A bit of tidy up and an some possible optimisation
/main/skeleton optimizations/Hitbox System/
43922
Fixed cliff and cliff_basic_snow (terrain sampling)
/main/hdrp/
43923
This commit was hidden by Facepunch.
Diffusion profile variants of LitBase & LitBlend4Way
Diffusion profile for ice
Icebergs & sheets converted + scene
/main/hdrp/
43927
Ice sheet mat tweak
/main/hdrp/
43928
Optimized ice sheet texture sizes.
/main/hdrp/
43929
Attempt to optimise by grouping hitboxes
/main/skeleton optimizations/Hitbox System/
43930
This commit was hidden by Facepunch.
Make hiding the body and VM when alt looking less aggressive
/main/
43932
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
sound files + defs for extended trumpet range
/main/instruments/
43936
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Don't allow empty messages to be sent, truncate extra long messages before sending them
/main/
43939
instrument mix pass
/main/instruments/
43940
Update autoplay loops for acoustic guitar, bass, flute, jerry can guitar, piano, trumpet and xylophone
/main/instruments/
43941
This commit was hidden by Facepunch.
acoustic guitar f#2 note offset fix
/main/instruments/
43943
extend tuba note range
/main/instruments/
43944
Moved position of biome tint inside cliff shader to sync visuals with Base Lit
Added LODs/Colliders/Prefabs to latest cliffs
Updated procedural cliff prefabs
/main/hdrp/
43945
Allow foliage rocks on decor topology
/main/hdrp/
43946
removing unused prefabs
/main/hdrp/
43948
Nature/Rock/ folder re-organizing, v2 art and v3 files separated for clarity
/main/hdrp/
43949
merge from main
/main/horse_movement_fixes/
43952
audio.bundle tweak
/main/
43953
Fix camera rotation regression when mounted and parented at the same time
/main/
43954
Merge from main
/main/instruments/
43955
Merge from Main -> Vehicles
/main/vehicles/
43956
Hooked up new tuba notes
/main/instruments/
43957
Tuba autoplay loop
/main/instruments/
43958
Fix alt look rotation not working with debugcam enabled, also fix alt looking not showing in third person
/main/
43959
Fixed guitar vm's not playing strum animations when played via midi
/main/instruments/
43960
Reworked drum bindings again:
-Remove all drumkit audio references
-Still has multiple entries for drums and snares
/main/instruments/
43961
Validate string input on instruments.playnote rather than throwing an exception
Fixed instruments.playnote not sending an rpc
/main/instruments/
43962
Inital work on converting vehicle lift to simpler system
/main/vehicles/
43963
Drumkit autoplay loop and midi bind updates
/main/instruments/
43964
Slow down the lift
/main/vehicles/
43966
Can now adjust autoloop delay per instrument
Set better delays for all built in autoplays
/main/instruments/
43967
Added instruments.overrideautoplay to override which autoplay file from the /instruments folder is used when holding RMB for the currently held instrument
Added instruments.clearautoplayoverride to clear the above override for the current instrument
/main/instruments/
43969
Merge from instruments
/main/
43970
Fixed incorrect DLC app id
Enabled DLC ownership checks
Enabled Steam stats and Achievements
/main/instruments/release/
43971
Assigned the conflicting drum midi notes up an octave
/main/instruments/
43972
Merge from instruments
/main/
43973
Put in some protections to stop recorded notes finishing too early
/main/instruments/
43974
Merge from instruments
/main/
43975
Added clutter topology fine noise
Sprinkled dirt splat in grass dense areas for Damian (foliage density control)
/main/hdrp/
43976
Vehicles move smoothly to correct position on the lift
/main/vehicles/
43977
No need to warn about multiple occupants. Adjust snap speed.
/main/vehicles/
43978
Cliff LODs terrain mask textures
/main/hdrp/
43981
Added Cliff_LOD shader for distant cliff LODs which retains very basic terrain blending and biome tint ability.
Updated cliff materials
/main/hdrp/
43984
Tundra color tweaks
/main/hdrp/
43987
~Added Jenkins-Client.Groovy, Jenkins-Server.Groovy
Removed Jenkinsfile
/main/
43988
Merge from main
/main/skeleton optimizations/
43991
Fixed merge conflicts
/main/skeleton optimizations/
43993
Subtract 41032
/main/emoji/
43995
This commit was hidden by Facepunch.
Experimental emoji rendering in chat
/main/emoji/
44003
Fixed issue when shuffling player seed.
/main/skeleton optimizations/
44004
Can't order servers by wiped date
/main/
44005
This commit was hidden by Facepunch.
Fixed shaders causing issues with transparent materials under point/spot cookie lighting
/main/
44011
Merge from main
/main/skeleton optimizations/
44014
Backup
/main/ring_road/
44020
Junkyard iteration + merge prefab
/main/hdrp/
44022
Don't report "active agent" navmesh errors
/main/
44023
Move vehicle snap to its own script, make a smaller snap area
/main/vehicles/
44024
Fix driveable state set
/main/vehicles/
44025
Launch site merge fix + iteration wip
Also unsaved stuff apparently
/main/hdrp/
44026
Moved to the right branch
/main/chainsaw_reload_fix/
44028
Merge from instruments
/main/
44030
Added midi codes to the tambourine notes
/main/instruments/
44031
Simplified the vehicle lift state system to only what the new lift interaction needs. Protocol++
/main/vehicles/
44032
Base vehicle position on distance instead of collider contains. Remove LiftAreaTrigger on client
/main/vehicles/
44033
Fix for not being able to download workshop models. Since most meshes now have read/write enabled for memory reasons we can't read the mesh to output the .obj.
To fix, there's a new process under Tools/Workshop/Export Workshop Models that outputs all of the skinnable meshes as .obj into the StreamingAssets folder and stores the path to it on the Skinnable object.
Then instead of creating the .obj at run time we can just copy the file to the desired directory at run-time.
/main/workshop_download_fix/
44034
This commit was hidden by Facepunch.
Fix distance calculation, adjust trigger area
/main/vehicles/
44036
Quick test of behaviour on a rotating platform
/main/vehicles/VehiclesPlatformTest/
44037
Disable synced autoplay playback when in teams (was really ping reliant and the new autoplay loops aren't designed for this anyway)
/main/instruments/
44038
Prevent vehicle "dragging" behind lift changes due to the kinematic snap zone
/main/vehicles/
44039
Faster rotation snap
/main/vehicles/
44040
Merge release stuff
/main/instruments/
44041
Remove some logs
/main/instruments/
44042
Better vehicle snap system, handles multiple occupants
/main/vehicles/
44043
Fixing vehicle lift bugs
/main/vehicles/
44044
Fix non-driveable warning not showing up in the UI
/main/vehicles/
44045
updated modules, added textures/mat
/main/vehicles/
44046
merge from instruments
/main/
44048
Uncomment achievement award
/main/instruments/
44057
Merge from instruments
/main/
44058
Progress
/main/ring_road/
44061
Merge from skeleton optimizations
/main/skeleton optimizations/Hitbox System/
44068
Scene backup.
HoboBarrel static & alwaysOn variant prefab cleanup
/main/hdrp/
44081
Added a fast AABB from OBB method and a few different options for optimisation. Brute force seems to win though...
/main/skeleton optimizations/Hitbox System/
44087
Progress
/main/ring_road/
44088
Pre-volume culling test backup
/main/hdrp/
44090
Fixed vehicle lift lowering on chassis recycle
/main/vehicles/
44091
Always hide repair button, never just disable interaction - clearer to the user, matches recycle button
/main/vehicles/
44092
Up max voice count to 128
/main/instruments/
44093
Fix NRE in Server_PlayNote when playing midi input and getting up off an instrument
/main/instruments/
44094
Render cull groups WIP
/main/hdrp/
44096
This commit was hidden by Facepunch.
New ferns meshes and prefabs
/main/hdrp/
44098
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
merge into main
/main/
44105
Adjust lift obstruction sensor
/main/vehicles/
44108
Bumped priority of local player made instrument sounds (was -10, no -40)
/main/instruments/
44109
Fix double engine module on test map vehicle
/main/vehicles/
44110
Reduce steering assist on modular vehicles from 50% to 25%
/main/vehicles/
44111
Hooked up the rest of the trumpet notes
NoteSFXImporter can now hook up start sounds
/main/instruments/
44112
Merge from main
/main/instruments/
44113
Merge from instruments
/main/
44114
Code needs cleanup, but all random-gen vehicles are now enforced as driveable.
/main/vehicles/
44115
Only run DLC check on Client, not Server
/main/
44116
This commit was hidden by Facepunch.
~ unflagged Acoustic Guitar as requiring DLC
/main/
44122
This commit was hidden by Facepunch.
Latest Facepunch.Steamworks
/main/
44129
Serverside DLC ownership test
/main/
44130
Merge from main
/main/skeleton optimizations/
44132
Prevent knees clipping through face when duck jumping
/main/
44134
Special appid for hero url
/main/
44138
Progress
/main/ring_road/
44141
Two-lane road test textures
/main/ring_road/
44142
Two-lane road test material
/main/ring_road/
44146
Forgot to assign two-lane road material
/main/ring_road/
44148
Fix error sent from TeamInfo when their player is null (offline+dead)
/main/
44149
Ferns / made leaves less palm-like
/main/hdrp/
44153
PreserveSampleRate (partial commit)
/main/
44155
Edit-mode simple and coverage flares
/main/hdrp/
44158
updated modules, adding textures/mat
/main/vehicles/
44160
~fixed 3p tg effects
/main/
44161
This commit was hidden by Facepunch.
Picking out the UnwrapBaker tool to finish and fix issues.
/main/unwrap_baker/
44163
The rest of the audio settings
/main/
44164
This commit was hidden by Facepunch.
New icon urls
/main/
44166
Launch site iteration & cullgroup WIP
/main/hdrp/
44167
This commit was hidden by Facepunch.
merge from main
/release/
44170
Revert random modular spawn changes. Truly random vehicles, even if enforced as containing the right modules to be driveable, are often a poor configuration anyway. Keep random spawn as truly random instead, and we'll use a manually curated list for map spawns.
/main/vehicles/
44171
Merge from main
/main/instruments/
44172
Added a new Reliable Event Sender that can be setup on an animator state
Can use this to send an animation event even if the animator is culled and events aren't being fired.
This might fix some deploy animation problems on guitars
/main/instruments/
44173
Tweaked MIDI bindings on drum kit
/main/instruments/
44174
New ScriptableObject and custom editor allows predefining a modular car (chassis + modules)
/main/vehicles/
44175
Vehicle physics testing edits
/main/vehicles/
44176
Give the small engine a little more power
/main/vehicles/
44179
New admin commands:
global.sleepingusers prints out all sleeping users on a server
global.sleepingusersinrange prints out all sleeping users in the given range to the player, sorted by distance
inventory.equipslot equips an inventory slot on the player being looked at (0 indexed, so 0 matches up with the 1 key)
/main/new_commands/
44180
Fixed NRE in BaseMountable.NearMountPoint
Fixed "Coroutine couldn't be started" console error
/main/
44181
Better wind settings for tundra and temperate
Made tundra darker and more saturated/yellow
/main/hdrp/
44187
Fixed fern meshes
Added ferns to decor_v3
/main/hdrp/
44189
improved cabin module visual based on placement condition
some folder cleanup
/main/vehicles/
44190
Tweaks to rock_08 albedo
Backup wip arid cliffs/formations art files
/main/hdrp/
44191
Fix
/main/skeleton optimizations/
44193
Fixed ragdoll prefab references
/main/skeleton optimizations/
44194
removing unused files
/main/hdrp/
44195
Scene backup
Bunker profile tweak
/main/hdrp/
44196
Arid cliffs prefabs, material tweaks
/main/hdrp/
44198
Removed grouping.
/main/skeleton optimizations/Hitbox System/
44201
Support for proper roadside monuments along the ring road
/main/ring_road/
44203
~schema updates
/main/
44206
~fixed always uploading all icons
skin approval
/main/
44207
MovementSounds updates within sound frame budget + optimizations
/main/
44209
hunch quick fix for repeated sounds
/main/
44210
This commit was hidden by Facepunch.
audio.hqsoundfade convar
/main/
44212
Added simpleflare MaxScale for more direct control over flare size
/main/hdrp/
44213
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
instrument voice limiting tweaks
/main/
44216
local voice limiting debounce tweak just in case
/main/
44217
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
cherrypicking 44223
/release/
44224
This commit was hidden by Facepunch.
~ picking 44225
/main/
44227
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
~ Subtracting 42916 (accidentally deletes entities from prefab pool)
/main/
44230
Fixed entities that are part custom maps (included in the map file as root objects) getting spawned as static objects on the client with world streaming enabled
/main/
44231
Override samplerate to 44100 if > 44100
/main/
44232
Don't hide viewmodel when alt looking
/main/
44233
Don't make the playermodel look in the direction of alt look
/main/
44234
more > 44100hz sounds
/main/
44235
SERVER;CLIENT
/main/
44236
Latest steamworks
/main/
44238
Extra profiling for NpcWalkAnimation and SellOrderEntry
/main/
44240
merge from main
/main/static_workbench_rotation/
44243
Fixed SellOrderEntry not getting destroyed until the next time a vending machine loot panel is opened
Fixed loot panels not getting destroyed when leaving a server (since they are DontDestroyOnLoad and the fallback pool cleanup wasn't working right)
/main/
44244
Datamap texture for clutter_medium rocks
/main/hdrp/
44249
Catch exceptions that would otherwise go unnoticed
/main/
44250
Adding a similar tool to merge colliders.
/main/unwrap_baker/
44251
cherrypicking 44230, 44231, 44233
/release/
44252
Attempt at fixing invisible rocket crane lift cabin
/main/
44253
merge from main
/main/autoturret_2/
44256
Cliff_basic and Cliff_basic_snow shader rework to use datamaps
Updated materials using these
/main/hdrp/
44258
This commit was hidden by Facepunch.
picking 44259
/release/
44261
Added a popup window with some options for baking.
/main/unwrap_baker/
44262
Second attempt at fixing invisible rocket crane lift cabin
/main/
44263
Fix crash when loading server information sometimes (updated FP.Steamworks)
Fix bootstrap NRE when running custom builds
/main/
44265
Revert ProjectSettings change that snuck in
/main/
44266
Added polygon offset control to stanndard-decal shader
/main/
44267
Attempt at fixing flickering industrial decals at launch site
/main/
44268
Codegen audio.hqsoundfade
/main/
44269
updated modules, tweaked seat position/fixed some conditional display
/main/vehicles/
44270
hqsoundfade defaults to false for now
/main/
44271
merge from main
/release/
44272
Removed Generate Clutter Topology from world stack
/main/hdrp/
44273
Clutter rocks material tweaks
/main/hdrp/
44274
launch site wip
/main/hdrp/
44275
Launch site big office group
/main/hdrp/
44276
Reduce 2-module chassis steer angle.
/main/vehicles/
44277
Merge from Main -> Vehicles
/main/vehicles/
44278
Backup.
Wall2 lamp prefab flare fixed.
/main/hdrp/
44279
This commit was hidden by Facepunch.
Spawning random preset vehicles now functional. Manifest update.
/main/vehicles/
44281
Raised minimum height of tree markers on all trees except palms to 0.4
Flatten out distance on y axis by 50% when finding a new spot to place a marker
Regenerated marker data on some trees
/main/tree_game/
44282
Added some random presets without a full complement of modules in sockets
/main/vehicles/
44283
Preset spawns now use the correct defined slots, instead of just stacking modules after each other
/main/vehicles/
44285
Add spawnable script to vehicles
/main/vehicles/
44286
enabled xmas content
fixed santa sleigh santa
/main/xmas_2019/
44287
Added an angle check to tree marker move amount, disabled on some trees with extreme curves
/main/tree_game/
44288
Fixed a swamp tree with some weird detached marker points
/main/tree_game/
44289
Removed some debug logs
/main/tree_game/
44290
Merge from main
/main/static_workbench_rotation/
44293
This commit was hidden by Facepunch.
Merge from main
/main/instruments/
44296
Fix guitar display issue when switching between multiple guitars
/main/instruments/
44297
Server compile fix
/main/instruments/
44298
Ground plants progress
/main/hdrp/
44299
Merge from instruments
/main/
44300
Reduce player name tag refresh rate if more players than max allowed elements.
/main/nametags/
44303
Added some more options. Can delete the source objects, filter etc.
/main/unwrap_baker/
44310
Ring road / monument blocking uses TerrainPlacementMap instead of topology
/main/ring_road/
44317
Arid and regular cliffs final files
/main/hdrp/
44318
Adding the stone and gravel foliage we use on the revamp on regular procmap in order to remove older clutter art
/main/hdrp/
44319
Fixed road height on roadside monuments
/main/ring_road/
44322
Removing old stone splat foliage clutter
/main/hdrp/
44324
fixed immoble sleigh
/main/xmas_2019/
44326
Scene backup
/main/hdrp/
44329
This commit was hidden by Facepunch.
Pre-prop groups
/main/hdrp/
44331
Vehicle preset experiment
/main/vehicles/VehclePresetExperiment/
44332
Office props into cull groups.
/main/hdrp/
44334
Fixed a duplicate midi binding on the bass guitar
/main/instruments/
44335
Merge from main
/main/posters/
44336
Removed cage module, plus its item, model etc. Removed two presets that were using the cage. Removed some other unused bits.
/main/vehicles/
44337
This commit was hidden by Facepunch.
Working on changes to vehicle map spawn. Added ModularCar population convar. Manifest++.
/main/vehicles/
44339
Updated spawnable vehicle prefab variants
/main/vehicles/
44340
Now spawning modular cars on map with modules, using new and improved method. Don't need random spawn intermediate entity anymore.
/main/vehicles/
44341
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Added "roadside" monument type and cleaned up TerrainPathConnect handling
/main/ring_road/
44348
Tweaks to foliage rocks material/textures for biome tinting
/main/hdrp/
44353
project_gaea scene world stack update
/main/hdrp/
44354
Ground plants / beach and arid progress
/main/hdrp/
44356
RoadTest scene update
/main/ring_road/
44358
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Culling zones for office interiors
/main/hdrp/
44369
Only render 1 level at at time in the big offices.
/main/hdrp/
44374
Light luminance tweaks to terrain_config
/main/hdrp/
44379
Hierarchy organisation & naming
/main/hdrp/
44380
updated dashboard/seat
/main/vehicles/
44381
Latest terrain generation
Grass now fades into dirt before sand in arid biome
Arid biome fades to temperate biome on the shore
Stronger stones/gravel channels hopefully helping with grass foliage cutout
/main/hdrp/
44382
more wip
/main/nametags/
44383
Merge from tree_game
/main/
44384
Merge from chainsaw_reload_fix
/main/
44387
changed the biome tinting source on foliage stones
/main/hdrp/
44389
Merge from main
/main/map_improvements/
44390
Only update map markers when adding/removing points (fixes monument widgets vanishing for a frame when adding/removing markers)
/main/map_improvements/
44392
Bugfixes
/main/hdrp/
44393
Unsaved.
/main/hdrp/
44394
Merge from map_improvements
/main/
44395
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fix
/main/nametags/
44399
Merge flamejet_optimisation
/main/
44402
Spawned vehicles start with heavy damage
/main/vehicles/
44403
Update editor modular car player inventory loadout to include a hammer
/main/vehicles/
44404
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health.
- StartMaxHealth() now returns MaxHealth() instead of StartHealth()
- ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
/main/vehicles/
44406
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
/main/vehicles/
44407
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
/main/vehicles/
44408
updated steering wheel model/texture/mat
/main/vehicles/
44409
Merge from Main -> Vehicles
/main/vehicles/
44410
Fixed monument topology in Swamp_c
/main/bandit_camp_fix/
44411
Compound scene2prefab
/main/
44413
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra
Manifest
/main/hdrp/
44416
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
/main/hdrp/
44417
cherrypicking cake fixes
/release/
44418
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
/main/hdrp/
44419
Added monument nodes to project_gaea for testing
/main/hdrp/
44425
Created some utilities for LODGroup Conversion.
/main/hdrp/LODGroup/
44429
Cherrypicking fix
/main/hdrp/
44431
Fixed AdaptMeshToTerrain spamming errors.
/main/hdrp/LODGroup/
44432
Mormon tea bush progress
/main/hdrp/
44433
more wip
/main/nametags/
44434
Looking at replacing rather than removing...
/main/hdrp/LODGroup/
44437
disable some debug, added a save file for easier testing & perf comparison
/main/nametags/
44438
profiling
/main/nametags/
44439
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Cleanup
/main/vehicles/
44443
Fixed a bunch
/main/hdrp/merge-fix-2/
44444
Merge from /main/hdrp
/main/hdrp/merge-fix-2/
44447
Merge from /main/hdrp/merge-fix-2
/main/hdrp/
44448
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.
/main/vehicles/
44449
Updated project settings
/main/hdrp/
44450
WIP
/main/dec19_boomers/
44451
Merge from bandit_camp_fix
/main/hdrp/
44457
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merge from main/hdrp
/main/hdrp/LODGroup/
44464
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Made glass opaque on some static doors with glass
/main/
44466
Disabling RendererBatch (test)
/main/hdrp/RendererBatch/
44473
updated module
/main/vehicles/
44479
Merge from main/ring_road
/main/hdrp/
44480
more profiling
/main/nametags/
44482
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Mormon tea bush progress
/main/hdrp/
44487
Lowered texture mip streaming RenderersPerFrame to 128 and MaxIORequests to 512
/main/
44488
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~skin approval
/main/
44491
Various VFX & file cleanup.
/main/dec19_boomers/
44492
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Modular Cars inventory loadout edit
/main/vehicles/
44496
Hide damage FX when engine is off
/main/vehicles/
44497
Merge from Main -> Vehicles
/main/vehicles/
44498
Fix vehicle garage null ref on panel close
/main/vehicles/
44499
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Merge from main
/main/skeleton optimizations/
44504
Tidy up after Plastic...
/main/skeleton optimizations/
44506
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Added Entities packages, some Entity conversion utilities and done a quick performance comparison...
/main/hdrp/LODGroup/
44509
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updated chassis, fuel tank
/main/vehicles/
44514
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Latest terrain generation
Added lakes back with a new process
Applied lake's process findings to monument placement process
Added river topology to serve as a base for river pathing
/main/hdrp/
44518
updated modules
/main/vehicles/
44519
Temperate zone surrounding lakes in arid biome fixed
/main/hdrp/
44520
Folders re-organized in autospawn/monument/ and Scenes/prefabs/
/main/hdrp/
44521
Added TerrainPlacementMap to project_gaea terrain
/main/hdrp/
44523
subtracting 44513 / 44512
/main/
44525
fixed incorrect material on a compound house LOD1/2
/main/hdrp/
44526
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Fixed road asphalt material
/main/hdrp/
44530
bradley sound handling tweaks
/main/
44531
updated modules
adding model/mat/textures
/main/vehicles/
44532
Don't try to load save on Craggy
/main/vehicles/
44533
Fix assigned module presets
/main/vehicles/
44534
Lower vehicle waterlogging point from 1.25m to 0.75m
/main/vehicles/
44535
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
/main/vehicles/
44536
Latest terrain generation
Made monument inserts slightly smaller, added a mark on monument topology to better locate Monument node center
Added monument node prefabs for Ice lakes, Swamps, XL
/main/hdrp/
44537
updated storage module
/main/vehicles/
44538
Code gen for the new modularcar population convar
/main/vehicles/
44539
Revert accidental ProjectSettings commit in 44407
/main/vehicles/
44540
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Made ResourceRef PropertyDrawer not load assets every GUI repaint (fixes laggy inspectors in MonumentIsland scene)
/main/map_improvements/
44543
Fix corrupted fuel tank meta and ref
/main/vehicles/
44544
Only setup monument markers once, not every time the map is opened (fixes monument text flickering out for a frame when opening the map)
/main/map_improvements/
44545
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Don't bother sorting players by distance if there's less players than max elements
/main/nametags/
44550
Arid foliage progress
/main/hdrp/
44551
Moved ragdoll component caching to preprocess
/main/skeleton optimizations/
44556
Merge from main
/main/skeleton optimizations/
44558
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SoundManager - call Elapsed.TotalMilliseconds as infrequently as possible
/main/
44560
more
/main/nametags/
44561
Throttle Cargo Ship UpdateSounds frequency based on distance
/main/
44563
Throttle BaseHelicopter ground effects update rate based on distance
/main/
44565
Fixed a bug with nametag distance check not correctly checking for same-team
/main/nametags/
44566
Tweaked Patrol helicopter culling distance
/main/
44567
Archipelago map
/main/hdrp/
44568
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updated modules
/main/vehicles/
44573
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Removed a useless Mathf.Max with one parameter that was allocating every frame
/main/
44597
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Gate eye controller logic by distance and don't run eye controller on local player in first person
/main/misc_optimisations/
44600
Disable ScrollRectEx on MapView when not in use
/main/misc_optimisations/
44601
Throttle and cache foot IK traces, added player.footikrate
/main/
44610
Profile SoundManager.Update better
/main/
44616
Throttle HasVoiceData check
/main/
44617
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Added missing river mesh script to world stack
/main/hdrp/
44623
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Crosshair/LookingAtTooltip UI no longer use animators
LookingAtTooltip text uses RustText
Throttle UpdateLookingAt instead of running every frame
/main/
44628
Fixed compile error
/main/
44629
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Fixed GC in PlayerWalkMovement.GroundCheck
Fixed GC in TimedExplosive.DoCollisionStick
/main/
44644
Fixed WaterSystem allocations
/main/
44645
Only update HudElement when totally needed
/main/
44647
LookAt text tweak
/main/
44648
This commit was hidden by Facepunch.
Only update VitalNote text if they're shown (!)
Throttle NoticeArea updates
/main/
44650
Added unwrap baker tool to start testing baking HLODs.
/main/hdrp/LODGroup/
44651
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Added capsule colliders to monument nodes as a way to guess size and make them visible (makeshift)
Tweaks to World steup prefab
Archipelago latest build
/main/hdrp/
44657
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Midi driver no longer creates a gameobject, instead the active instrument calls update on the driver while it's in use
This eliminates midi overhead while an instrument isn't being used
/main/misc_optimisations/
44670
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merge from main
/release/
44674
merge from main
/release/
44676
Give up when no solution can be found
/main/ring_road/
44685
Xmas menu background video
/main/
44689
Can now toggle hit notification beahviour/level from the options UI
/main/hit_notification_ui/
44690
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merge from main
/release/
44695
Archipelago latest build - improved forests cover, made the tier maps generate from a mixture of biome and monument size as opposed to just biomes
/main/hdrp/
44696
Tweaks to forest and small boulders filters
/main/hdrp/
44697
Archipelago latest build
Stones and Gravel splat foliage filters avoid roads/buildings
/main/hdrp/
44702
This commit was hidden by Facepunch.
NoticeArea uses RustLayout (fixes spazzing)
/main/
44706
updated modules
/main/vehicles/
44707
merge from main
/release/
44709
merge from main
/release/
44712
updated modules
/main/vehicles/
44713
~fixed large present not giving items very rarely
/main/
44714
merge from main
/release/
44715
fixed deluxe xmas lights always starting with red bulbs
/main/
44716
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merge from main
/release/
44719
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updating module material
adding damaged textures
/main/vehicles/
44721
merge from main
/release/
44723
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Removed some old generic rocks from tundra forests
Updated foliage.v3
/main/hdrp/
44729
more filters work
/main/hdrp/
44730
Arid foliage backup
/main/hdrp/
44734
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Foliage v3 update
/main/hdrp/
44744
Another attempt to fix nested parenting trigger issues
/main/
44746
This commit was hidden by Facepunch.
Missing file
/main/hdrp/
44749
updated damage texture/mat
/main/vehicles/
44752
missing textures
/main/vehicles/
44753
Disabled unused passes in Foliage and Foliage billboard
Fixed impostor baking to match new foliage
/main/hdrp/foliage-impostors/
44754
Remove a debug draw line that was accidentally left in TreeEntity
/main/
44755
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updated damage texture, cleanup ressources
/main/vehicles/
44760
more...
/main/vehicles/
44761
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fixed polestar_treeset gibs read & write errors
/main/
44764
Fixed impostor baking on smaller objects
Added multi-selection impostor baking
/main/hdrp/foliage-impostors/
44765
Faster baking of multiple impostors
/main/hdrp/foliage-impostors/
44766
Rebaked and cleaned up ipostors on palm_tree impostors
/main/hdrp/foliage-impostors/
44767
Rebaked and cleaned up reeds, bushes and hemp
/main/hdrp/foliage-impostors/
44768
Rebaked and cleaned up all tree impostors
/main/hdrp/foliage-impostors/
44769
Merge from /main/hdrp/foliage-impostors
/main/hdrp/
44771
~skin approval
/main/
44772
Vehicle VFX backup
/main/vehicles/vehicles_vfx/
44773
More
/main/vehicles/vehicles_vfx/
44774
Merge from main
/main/posters/
44775
updated modules / textures
/main/vehicles/
44776
Tweaked swamp hero tree impostor alpha cutoff
/main/hdrp/
44778
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Ground plants progress
/main/hdrp/
44780
Terrain4 / Arid color changes
/main/hdrp/
44781
Updated ASE to 1.7.5
/main/hdrp/
44782
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updated module damage group
/main/vehicles/
44784
Added stochastic sampling for high-freq wave normals
Added a decent high-freq wave normal texture array (experimental)
/main/hdrp/water2/
44785
save++
Protocol++
/main/save_188/
44786
Disabled xmas event
Disabled xmas tree craft
Disabled santa sleigh event
/main/save_188/
44787
merge from save_188
/main/
44788
~ updated mainmenu logo
/main/
44789
Updated menu videos
/main/
44790
~baseline
/main/fireworks/
44791
Server browser lists can now specify a default sort-by override. Server history list now ordered by most recently played.
/main/serverbrowser/
44792
Toggling favourite status of a server forces an instant update of the Favourites category. Servers appear/disappear instantly in lists when toggling favourite status.
/main/serverbrowser/
44793
WIP collider
/main/vehicles/
44794
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updated module collider
/main/vehicles/
44796
~skin approval
/main/
44797
Merging...
/main/skeleton optimizations/main_merge_2/
44798
PlayerModel foot IK
/main/skeleton optimizations/main_merge_2/
44799
Added - don't run eye controller on local player in first person
/main/skeleton optimizations/main_merge_2/
44800
Haircap setup
/main/skeleton optimizations/main_merge_2/
44801
Fixed copying hair wearables multiple times.
/main/skeleton optimizations/main_merge_2/
44802
Wearable Replacments.
/main/skeleton optimizations/main_merge_2/
44803
Set up to replace wearables instead of meshes.
/main/skeleton optimizations/main_merge_2/
44804
Add support for temporarily banning players
There's a new, optional parameter at the end of ban/banid that controls the expiry date
It can be something like (one of these) 5m, 2w, 3d for relative time, or a unix timestamp, which is what's saved to bans.cfg
/main/
44805
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Merge from Main->Vehicles.
/main/vehicles/
44807
Merge from main
/main/instruments/
44808
Remove MidiStateUpdater (no longer needed)
/main/misc_optimisations/
44809
Merge from main
/main/instruments/
44811
Put Craggy back to daytime
/main/vehicles/
44812
Rename midiInput convar to processMidiInput
processMidiInput now defaults to on
Moved MIDI Input toggle from Experimental section to Controls section in options
/main/instruments/
44813
Rename sustainPedal convar to processSustainPedal and default to On
Expose sustain pedal option in Experimental settings
/main/instruments/
44814
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Merge support for natively playing .mid files
/main/instruments/
44817
Merge from instruments
/main/
44818
Merge from instruments (typo fix)
/main/
44820
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.
/main/vehicles/
44821
Potentially fixed nested prefabs becoming corrupted after playing in editor
Stops PrefabPreProcess running ProcessNestedPrefabs in editor if we're not bundling, since running that removes components from the asset on disk and not on the copy of the prefab.
/main/
44822
Merge from Main->Vehicles
/main/vehicles/
44824
Wooden wall around test map, prevent driving accidentally out of bounds
/main/vehicles/
44825
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Setup beard replacement prefabs etc.
/main/skeleton optimizations/main_merge_2/
44827
Fixed inside terrain antihack issue at cave_large_sewers_hard
cave_large_sewers_hard S2P
/main/
44829
Finished wearable replacements
/main/skeleton optimizations/main_merge_2/
44830
merge from main
/main/skeleton optimizations/main_merge_2/
44831
merge from merge branch
/main/skeleton optimizations/
44832
Error fix
/main/skeleton optimizations/
44837
~ Subtracting 44822 (it completely disables nested prefab preprocessing in the editor, which will break)
/main/
44840
Merge from main
/main/skeleton optimizations/
44846
Delete utils folder
/main/skeleton optimizations/
44847
Merge from skeleton_optimisations
/main/
44851
merge from skeleton_optimisations
/main/
44855
Backup
/main/vehicles/vehicles_vfx/
44860
Vehicle teleport now moves instantly instead of lerping to the new position. Also added support for non-Spawnable type vehicles to move back to their initial position using the ReturnToSpawn system as well.
/main/vehicles/
44862
Prevent residual water/dirt/smoke FX when teleporting vehicles
/main/vehicles/
44863
Backup
/main/vehicles/vehicles_vfx/
44864
Add support for steam friends list grouping when in a team. Enabled by default, can be disabled with the global.richPresence convar
/main/friend_grouping/
44865
WIP collider pass
/main/vehicles/
44866
Move new conditional UI button to the bottom
/main/vehicles/
44867
Conditionals now allow for any health percent, not just alive/dead
/main/vehicles/
44868
Condition UI tidy up
/main/vehicles/
44869
Refresh conditions on all health changes now, not just 0 vs. non-zero
/main/vehicles/
44870
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~MIDI license
/main/
44872
·updated collider
/main/vehicles/
44873
Fix health conditional calculation
/main/vehicles/
44874
Updated entity bounds to match the current module and chassis models. Rebuilt manifest.
/main/vehicles/
44875
This commit was hidden by Facepunch.
Fix invalid item in Modular Cars inventory loadout
/main/vehicles/
44877
Add note to base chassis re bounds.
/main/vehicles/
44879
merge from skeleton_optimisations
/main/skeleton optimizations/Hitbox System/
44880
cherrypicking fix
/main/
44883
Cherrypicking missing references fix
/main/
44885
Merge from skeleton_optimisations
/main/
44893
Merge from skeleton_optimisations
/main/skeleton optimizations/Hitbox System/
44895
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Fix for a few wearables throwing exceptions.
/main/skeleton optimizations/
44900
Removing meta file that can be deleted
/main/
44905
This commit was hidden by Facepunch.
merge from static_workbench_rotation
/main/
44908
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Hitbox setup.
/main/skeleton optimizations/Hitbox System/
44916
merge from sam_pickup_fix
/main/
44923
Go back to old activePlayerList behaviour with ListHashSet
/main/new_commands/
44924
Backup
/main/vehicles/vehicles_vfx/
44925
Merge from main
/main/new_commands/
44926
Codegen
/main/new_commands/
44927
Merge new_commands
/main/
44928
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wip collider stuff
/main/vehicles/
44931
Increase fuel tank health
/main/vehicles/
44933
Set up 2module_passengers entity
/main/vehicles/
44934
module panel health setup
/main/vehicles/
44936
more
/main/vehicles/
44937
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Module editor null check
/main/vehicles/
44940
Var rename
/main/vehicles/
44941
More
/main/vehicles/vehicles_vfx/
44942
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Storage module now fully functional + manifest rebuild again
/main/vehicles/
44946
Code review: Move IsNull from CollectionEx to ObjectEx
/main/vehicles/
44947
Code review: Add entity creation null check.
/main/vehicles/
44949
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
/main/vehicles/
44950
Code review: Call SetParent before calling Spawn
/main/vehicles/
44952
Code review: Add "== this" check with || before EqualNetID check
/main/vehicles/
44953
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Fixed an NRE in IOEntityEditor due to an uninitialized array
/main/
44957
Chassis LOD
/main/vehicles/
44958
fix missing transform NRE
/main/vehicles/
44959
Another attempt to fix nested parenting triggers
TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers
Simplified TriggerParentEnclosed (now inherits from TriggerParent)
Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent)
Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
/main/entity_parenting_2/
44960
more LOD
/main/vehicles/
44961
merge from entity_parenting_2
/main/
44962
Added new GrowableEntity, based on the existing PlantEntity for now. Some clean-up.
/main/farming2/
44963
GrowableEntity proto
/main/farming2/
44965
More adjustments and a temp copy util
/main/skeleton optimizations/Hitbox System/
44966
Merge from main
/main/ring_road/
44967
Added ring road script and roadside monument script to procedural map scene
/main/ring_road/
44971
Moved gas station, supermarket and warehouse to roadside monument folder
/main/ring_road/
44972
Roadside monument updates
/main/ring_road/
44979
Removed existing implementation of genetics from GrowableEntity
/main/farming2/
44980
Fixed lost terrain reference in archipleago
/main/hdrp/
44983
Prefab setup. Tests are also now done based on an assigned priority
/main/skeleton optimizations/Hitbox System/
44986
Roadside monument updates
/main/ring_road/
44995
More setup...
/main/skeleton optimizations/Hitbox System/
44997
Setup
/main/skeleton optimizations/Hitbox System/
45005
more
/main/farming2/
45008
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Canyon map files
/main/hdrp/
45013
Backup
/main/vehicles/vehicles_vfx/
45014
Fix build compile error
/main/vehicles/
45015
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Fixed Musical Maestro achievement counting static instruments at compound as unique instruments (will take effect after a wipe)
Added a fallback in case these extra instruments had already been tracked
/main/instruments/
45022
Merge from instruments
/main/
45023
This commit was hidden by Facepunch.
WIP server message of the day
/main/motd/
45025
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation:
- Collider A enters the trigger. The base entity is added to the entityContents HashSet.
- Collider B enters the trigger (same entity).
- Collider A leaves the trigger. The base entity is removed from the entityContents HashSet.
But the entity's Collider B is still in the trigger.
This fix keeps the entity around until all colliders on it have left the trigger.
/main/vehicles/
45026
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
/main/vehicles/
45027
Wheel name fix
/main/vehicles/
45029
More
/main/vehicles/vehicles_vfx/
45030
Switch velocity to using GetWorldVelocity again.
/main/vehicles/
45032
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
/main/vehicles/
45034
Code review: Don't bother with caching numSubComponents
/main/vehicles/
45035
Remove left-over uses of numSubComponents
/main/vehicles/
45037
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Code review: Remove unused method.
/main/vehicles/
45039
Code review: Moved WheelRayMask into Defines.cs as WheelRay
/main/vehicles/
45040
Expose more resource collection
Expose more animal kills
Fix UI being left open
/main/life_stats/
45041
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
/main/vehicles/
45042
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
/main/vehicles/
45044
Setting up prefabs
/main/skeleton optimizations/Hitbox System/
45047
merge from skeleton_optimisations
/main/skeleton optimizations/Hitbox System/
45050
Cached some components that were getting called every update. Refactored/split out a bunch of GrowableEntity calculations so it's easier to take a bunch of new factors into account, going forwards.
/main/farming2/
45052
Deleted un needed scripts
/main/skeleton optimizations/Hitbox System/
45054
Added placeholder Fertilizer item. Manifest.
/main/farming2/
45060
Prefab mountain updates
/main/ring_road/
45063
Fixed TerrainPlacementMap starting out disabled
/main/ring_road/
45065
Impact effects
/main/skeleton optimizations/Hitbox System/
45067
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
/main/ring_road/
45069
Canyon: Rock splat always arid color even in temperate biome
More tundra, added higher plateau north of map for tundra and snow opportunity
Added lakes and monument inserts, monument nodes
Deeper canyons
/main/hdrp/
45074
Added detail layer blending control via detail color on rust/std shader set
/main/vehicles/
45079
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
/main/ring_road/
45082
More
/main/vehicles/vehicles_vfx/
45083
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Merge from main
/main/life_stats/
45085
more LOD
/main/vehicles/
45086
This commit was hidden by Facepunch.
hidding LOD on chassis
/main/vehicles/
45088
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This commit was hidden by Facepunch.
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again.
Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
/main/vehicles/
45091
Revert some health changes from my #39974, so overrides are used correctly.
/main/vehicles/
45092
Some more health fixes. Fixes repairs.
/main/vehicles/
45093
Merge fix
/main/life_stats/
45094
Nuked custom 2d texture array inspector (unity now has built-in)
/main/vehicles/
45095
Fix spawnable script setup
/main/vehicles/
45097
Merge from motd
/main/
45099
Rich Presence setup
/main/life_stats/
45101
Updated texture array creator (fixes + sort on drop)
/main/vehicles/
45102
fix missing reference/ wip LOD
/main/vehicles/
45103
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
/main/vehicles/
45104
Import MeshBaker plugin (minus Examples directory)
/main/vehicles/
45105
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Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
/main/vehicles/
45109
Fixed incorrect accuracy calculation
/main/life_stats/
45110
This commit was hidden by Facepunch.
adding LOD
Regrouped all the module/chassis etc on a single mat/texture
/main/vehicles/
45112
Merge from main
/main/ring_road/
45113
Cave target count is now 10
/main/ring_road/
45115
placeholder Composter prefab setup, manifest, save update.
/main/farming2/
45117
better normal calculation
/main/skeleton optimizations/Hitbox System/
45118
GrowableEntity consumes fertilizer from PlanterBox. Switched Corn to GrowableEntity. Bit of a refactor. Save file.
/main/farming2/
45129
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~skin approval
/main/
45138
Backup
/main/vehicles/vehicles_vfx/
45139
more
/main/vehicles/
45141
Derped a prefab
/main/vehicles/vehicles_vfx/
45143
Class rename only
/main/vehicles/
45144
Fix editor script glitch that was breaking Fuel Tank + fix refresh button being disabled.
/main/vehicles/
45145
Merge from main
/main/posters/
45146
Prevent error in editor script OnEnable by moving the FindProperty calls
/main/vehicles/
45147
Fix item assigned where it should've been the entity prefab
/main/vehicles/
45148
fix fuel tank collider condition
removed unused texture / material
/main/vehicles/
45149
Allow typing when the console autocomplete is active (instead of needing to push tab)
/main/
45150
Merge from main
/main/comp/
45151
Merge from comp/entities
/main/comp/
45152
Subtract potentiometer
/main/comp/
45153
Subtract seismic detector
/main/comp/
45154
Subtract decay detector
/main/comp/
45155
Added an item name search bar to the bottom of the F1 "Items" menu, which searches and displays all matching items from all categories.
/main/item_search/
45156
Bit of refactoring and fixing things that got lost in the merge
/main/comp/
45157
Automatically subscribe to entities
/main/comp/
45158
Merge from instruments
/main/
45160
Backup
/main/vehicles/vehicles_vfx/
45161
Merge from Main->Vehicles
/main/vehicles/
45162
Merge from instruments
/main/
45164
Fixed resources root being disabled all the time
Added some debug data
Added sprite fields to Infographic stats and hooked up sprites for most current stats
/main/life_stats/
45165
More
/main/vehicles/vehicles_vfx/
45166
Code review: Facepunch Invoke instead of coroutine for ModuleAddOneFrameWait
/main/vehicles/
45167
Merge from instruments
/main/
45169
Show player/animal/scientist kills
/main/life_stats/
45170
Code review: Use Facepunch Invoke instead of StartEnginesCo coroutine
/main/vehicles/
45171
Open/Close text, animations and some formatting
/main/life_stats/
45172
Code review: Another coroutine>invoke change
/main/vehicles/
45173
Scene & pose backups
/main/posters/
45174
Merge from new_commands
/main/
45176
merge from main
/main/skeleton optimizations/
45179
Initial Composter functionallty: Converts food items to fertilizer over time.
/main/farming2/
45183
renamed some items/code for fertiliser/fertilizer consistency
/main/farming2/
45187
Fertilizer now boosts growth rate.
Fixed growth bonuses such as light getting cancelled out.
LookAtPlant now uses GrowablEntity.
/main/farming2/
45192
Fixed sash not getting removed.
/main/skeleton optimizations/
45193
Merge from skeleton_optimizations
/main/
45198
subtracting entity_parenting_2
/main/
45203
merge from main
/main/skeleton optimizations/
45206
Merge from skeleton
/main/
45207
more wip
/main/farming2/
45210
Made a bunch of items compostable.
/main/farming2/
45212
Added FertilizerQuantity to ItemModCompostable so that different items can produce varying amounts of fertilizer. Composter checks an item is compostable and uses FertilizerQuantity to produce the correct amount.
/main/farming2/
45215
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More composter wip. Merged from main.
/main/farming2/
45217
Composter protobuf and serialization.
/main/farming2/
45218
Backup
/main/vehicles/vehicles_vfx/
45219
This commit was hidden by Facepunch.
Add player.wakeupall server command (good for waking up lots of bots after a server restart)
/main/new_commands/
45222
Merge from new_commands
/main/
45223
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Rewrote occupant trigger to use a more logical TriggerBase system. Adjusted layers on obstruction sensor. Protocol++.
/main/vehicles/
45227
Add null check
/main/vehicles/
45228
Fix another null check problem
/main/vehicles/
45229
This commit was hidden by Facepunch.
Free the old magnet occupant properly
/main/vehicles/
45232
VehicleLiftObstuctionSensor removed. Use a basic TriggerBase instead.
/main/vehicles/
45233
Merge from instruments
/main/
45235
Use dictionary method instead of storing the action in the module
/main/vehicles/ModuleEntityAddedInvoke/
45236
Merge coroutine/invoke changes branch
/main/vehicles/
45237
Another OnValidate switch to PreProcess
/main/vehicles/
45238
Prevent "Look rotation viewing vector is zero" complaint from Unity
/main/vehicles/
45239
This commit was hidden by Facepunch.
Put OnHealthChanged event back to being server-only (as it originally was before I changed it a while ago), but moved it to BaseCombatEntity.Server so it won't confuse future newbies.
Code review: Converted module component update calls to come from the vehicle, instead of using the Unity methods. Removed the OnEnable/OnDisable use entirely.
/main/vehicles/
45241
Animate in stats button
/main/life_stats/
45242
More formatting cleanup
/main/life_stats/
45243
New fire
/main/vehicles/vehicles_vfx/
45244
Fixeroos
/main/vehicles/vehicles_vfx/
45245
Fix incorrect vals on 3mod chassis
/main/vehicles/
45246
Merge from main
/main/skeleton optimizations/
45250
merge from main
/main/farming2/
45252
Reduce default fertilizer production value for items. Composter description. GrowableEntity info display now displays when hovering a growable inside a planter, instead of the planter options.
/main/farming2/
45258
codegen
/main/farming2/
45261
Possible fix for VM legs issue.
/main/skeleton optimizations/
45263
Subtracting 45203
/main/entity_parenting_3/
45265
Attempt to fix race condition with destroying entities
/main/entity_parenting_3/
45266
merge from entity_parenting_3
/main/
45267
Fixed terrain sample SF and LitTerrainBlend zeroing AO output
/main/hdrp/
45269
Bunch of GrowableGenetics boiler plate and some basic initial functionality.
/main/farming2/
45270
Merge from main
/main/hdrp/water2/
45275
Adding a hit detection benchmark
/main/hit_detection_benchmark/
45276
merge from skeleton_optimizations
/main/
45282
Added negative/positive colour-coded gene make-up display to plant info UI.
Initial basic gene random generation.
GrowableEntityGenes proto and serialization.
/main/farming2/
45285
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Backup
/main/vehicles/vehicles_vfx/
45287
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Code gen/manifest. Restores lost modularcar pop convar.
/main/vehicles/
45292
This commit was hidden by Facepunch.
Decrease vehicle default pop value from 10 to 2.
/main/vehicles/
45294
Merge from main
/main/life_stats/
45295
Being inside scrap transport heli now counts as flying for time tracking purposes
/main/life_stats/
45296
Adjusting spawn settings
/main/vehicles/
45297
Remove Mesh Baker
/main/vehicles/
45298
Cluttered Craggy WIP
/main/Lunar_2020_new/boomer_iteration/
45299
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.
/main/vehicles/
45300
Backup
/main/Lunar_2020_new/boomer_iteration/
45301
Client/Server compile fixes
/main/life_stats/
45302
Barrel icon
/main/life_stats/
45303
Rework shot tracking to mirror combatlog, should fix incorrect shot counts
/main/life_stats/
45304
Fix strobe light typo
/main/
45305
Show headshots, disable stat image if no image is provided
/main/life_stats/
45306
Backup
/main/Lunar_2020_new/boomer_iteration/
45312
Merge from main
/main/ring_road/
45319
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
/main/hdrp/
45321
Added GrowableGeneProperties scriptable object for gene/slot weights data per plant (or generic) to PlantProperties.
Bit of refactoring ready to start using the new data for generation.
/main/farming2/
45329
Fixed pubes showing through underwear. Fixed preview not updating right away when censorship settings are changed.
/main/skeleton optimizations/
45331
Merge from skeleton optimizations
/main/
45332
Fixed rock and rock blended material config
/main/hdrp/
45333
merge from skeleton optimizations
/main/skeleton optimizations/Hitbox System/
45334
Removed ColliderInfo
/main/skeleton optimizations/Hitbox System/
45335
Benchmark setup
/main/hit_detection_benchmark/
45336
merge from hit_detection_benchmark
/main/skeleton optimizations/Hitbox System/
45337
Assigned generic.genes to existing plant types.
/main/farming2/
45340
Only update the transforms once per frame when needed
/main/skeleton optimizations/Hitbox System/
45342
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Alternative compost ticking approach
/main/farming2/alternative_compost_tick/
45345
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Re enabled other benchmarks
/main/skeleton optimizations/Hitbox System/
45354
Cherrypicking 45352, 45354
/main/hit_detection_benchmark/
45355
Updated benchmark scene
/main/hit_detection_benchmark/
45356
This commit was hidden by Facepunch.
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
/main/vehicles/
45358
This commit was hidden by Facepunch.
Adjust player damage multiplier with vehicle speed
/main/vehicles/
45360
Variant prefabs
/main/Lunar_2020_new/boomer_iteration/
45361
Scrollbar and formatting
/main/life_stats/
45362
Fix weapons root being left on if no weapons were fired
Update animations
/main/life_stats/
45363
Backup
/main/Lunar_2020_new/boomer_iteration/
45364
This commit was hidden by Facepunch.
Premature boomination fix
/main/Lunar_2020_new/boomer_iteration/
45366
This commit was hidden by Facepunch.
Backup
/main/Lunar_2020_new/boomer_iteration/
45368
Fix
/main/Lunar_2020_new/boomer_iteration/
45369
Few more tweaks
/main/Lunar_2020_new/boomer_iteration/
45370
This commit was hidden by Facepunch.
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
/main/vehicles/
45372
Hooked up other prefabs.
Various polish & cleanup.
/main/Lunar_2020_new/boomer_iteration/
45373
This commit was hidden by Facepunch.
Craggy cleanup
/main/Lunar_2020_new/
45377
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Minor edits to repel system. Added testing object to test map.
/main/vehicles/
45381
merge from main
/main/farming2/
45384
This commit was hidden by Facepunch.
Added crossbreeding weighting to GrowableGeneProperties
/main/farming2/
45387
Merge from hit detection benchmark
/main/
45389
Merge from main
/main/skeleton optimizations/Hitbox System/
45390
Updated ASE to 1.7.5.02
/main/hdrp/
45392
Dominant neighbouring gene calculation per slot.
Crossbreeding basics.
/main/farming2/
45393
Fixed the neighbouring check including itself.
/main/farming2/
45396
merge from skeleton optimizations
/main/
45403
Gene replacement.
GrowableEntity attempts crossbreeding when entering the sapling stage (temp).
/main/farming2/
45405
Dominant gene calc fix.
Only crossbreed with the same species.
/main/farming2/
45409
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Added GrowableGeneEncoding utility class for storing multiple gene values into an int, ready for storage in item InstanceData.
Removed gene modifier value stuff for now.
/main/farming2/
45417
This commit was hidden by Facepunch.
Add additional wheel data to car audio manager. Move engine start/stop sounds to manager.
/main/vehicles/
45430
Fix server compile
/main/vehicles/
45431
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Merge from main
/main/comp/
45433
Default notifications to enabled
/main/comp/
45434
Unified engine audio into a central manager. Engine sound now grouped by engine type. New ScraptableObject format for defining engine audio settings.
/main/vehicles/
45435
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Fix compile again
/main/vehicles/
45437
This commit was hidden by Facepunch.
Commands to manage notification subscriptions on entities
/main/comp/
45439
Conditionals now check on the server as well, letting conditional colliders get enabled/disabled correctly
/main/vehicles/
45440
Preserve the protobuf field order
/main/comp/
45441
This commit was hidden by Facepunch.
Backup
/main/Lunar_2020_new/
45446
Seed genes experimenting.
Fixed a bug with encoding/decoding gene data to instancedata int.
GrowableGene display utils.
/main/farming2/
45458
Renamed runway topology to wasteland
/main/ring_road/
45463
Seeds transfer their genetic makeup when planted.
/main/farming2/
45471
Only stack seeds with the same gene makeup.
Show gene makeup in the seed information panel.
/main/farming2/
45472
Added HDRP/Custom/Lit Packed shader
/main/hdrp/
45473
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Better hit point calculation
/main/skeleton optimizations/Hitbox System/
45486
Fixed Cliff_Basic_Snow running out of sampler states
/main/hdrp/
45492
Adjusting setup
/main/skeleton optimizations/Hitbox System/
45494
...
/main/skeleton optimizations/Hitbox System/
45496
This commit was hidden by Facepunch.
Improved terrain texturing (testing)
/main/hdrp/
45502
This commit was hidden by Facepunch.
ProjectVersion Update to reflect the version we're building
/main/
45509
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Add the saved flag to the motd convar
/main/
45512
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merge from Lunar_2020_new
/main/
45518
updated module model/ texture/LOD
/main/vehicles/
45519
Fix autoturrets retaliating against SAM sites when they accidentally get hit
/main/
45520
This commit was hidden by Facepunch.
update collider
/main/vehicles/
45523
This commit was hidden by Facepunch.
Updated improved terrain texturing (testing)
/main/hdrp/
45525
Add map notes to team info
/main/comp/
45526
codegen for Igniter pickup
/main/Lunar_2020_new/
45527
~ merge from Lunar_2020_new
/main/
45528
~skin approval
/main/
45530
tweaked igniter volumes & collider to match updated model
/main/Lunar_2020_new/
45531
This commit was hidden by Facepunch.
Manifest rebuild after merge
/main/vehicles/
45533
Fix TestRidableHorse which had lost its spawnable script
/main/vehicles/
45534
Adjust velocity calculation when opening .mid files
/main/instruments/
45536
Merge from instruments (.mid file volume adjustment)
/main/
45537
Scene backup
/main/posters/
45538
Added a scroll gradient to the bottom of the stats
/main/life_stats/
45539
Gong sfx trigger requires Melee/Bullet/Arrow damage (stops flamethrower triggering it)
/main/Lunar_2020_new/
45540
R/W for Igniter gibs
/main/Lunar_2020_new/
45541
This commit was hidden by Facepunch.
~Enable instancing on vehicle mat
/main/vehicles/
45543
Chinese lantern emission fix
/main/
45544
Modules now show damage texture effect
/main/vehicles/
45545
killplayer command now works on bots as well
/main/new_commands/
45546
Fix some server/client compile errors
/main/comp/
45547
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merge from main
/main/farming2/
45554
manifest
/main/farming2/
45556
This commit was hidden by Facepunch.
Fixed mortar blue and green being on the incorrect layer (fixes groundwatch issues also)
/main/Lunar_2020_new/
45558
ringroad hdrp textures and material
/main/hdrp/
45560
merge from Lunar_2020_new
/main/
45561
This commit was hidden by Facepunch.
Merge from main
/main/skeleton optimizations/
45566
Merge from skeleton optimizations
/main/skeleton optimizations/Hitbox System/
45567
ringroad textures and material
/main/ring_road/
45570
Another fix for the ring road on large maps
/main/ring_road/
45575
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
/main/ring_road/
45576
Forgotten file
/main/ring_road/
45577
road_b textures and material tweaks
road_a redo
/main/hdrp/
45578
removing old textures
/main/hdrp/
45579
removing old textures
/main/ring_road/
45581
more
/main/ring_road/
45583
Bunch of WIP clutter
/main/vehicles/vehicles_vfx/
45591
Road meshes use their path normal instead of a smoothed normal
Increased tessellation of road and river meshes
/main/ring_road/
45596
Fixed plain topology terrain paint selection name
/main/ring_road/
45598
Updated procedural map decor placement filters to work with plain topology
/main/ring_road/
45599
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cherrypicking 45602
/main/
45614
Added a StripRig PreProcess
/main/striprig/
45615
Maintain a list of all MapMarkers on the server
/main/comp/
45616
Deleting Linux RustNative
/main/ring_road/
45617
RustNative update (plain topology terrain generation)
/main/ring_road/
45618
BaseBoat.generate_paths is false by default when running in the editor (load times)
/main/ring_road/
45619
Increased supermarket and gas station target count from 2 to 3
/main/ring_road/
45621
Fixed road_asphalt_2 missing spec map assignment
/main/ring_road/
45622
Ocotillo bushes / dry and green variants / LODs / impostors / prefabs
/main/hdrp/
45623
Additional debugging for the live server
/main/vehicles/
45624
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Extra debug, and add one-frame wait to module add on the server as well.
/main/vehicles/
45630
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Add spawnhere command to spawn entities at the player's position and rotation (or a given world rotation)
/main/
45633
Update protobuf generate batch script to stay open if there was an error
/main/comp/
45634
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~Manifest
/main/vehicles/
45639
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~Test map edit
/main/vehicles/
45642
Fixed 1mod storage item ref
/main/vehicles/
45643
Warehouse scene backup
/main/posters/
45644
Lunar 2020 menu background video
/main/
45645
cherrypicking Lunar 2020 menu (45645) to Lunar_2020_new
/main/Lunar_2020_new/
45646
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More composter prefab setup
/main/farming2/
45649
tweaked igniter collider
/main/Lunar_2020_new/
45650
merge from Lunar_2020_new
/main/
45651
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
/main/ring_road/
45664
Merge from main
/main/striprig/
45667
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Enabled trilinear filtering on the new road textures
/main/ring_road/
45674
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
/main/ring_road/
45675
Gene serialization and randomization improvements.
/main/farming2/
45676
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Only generate plant display string when inspecting a plant for the first time, not on load.
/main/farming2/
45682
same as hdrp but on ring_road
/main/ring_road/
45683
Merge from main
/main/ring_road/
45684
Added pooling to firework shells (+ updated scripts to support that)
/main/Lunar_2020_new/
45686
merged from Lunar_2020_new
/main/
45687
Mount points spawn in a fallback position if a bone is not found.
/main/striprig/
45694
Composter COL
/main/farming2/
45701
more composter prefab updates
/main/farming2/
45704
Bug fixes
/main/striprig/
45706
Added striprig to a bunch of animals
/main/striprig/
45707
Removed un needed check
/main/striprig/
45712
Merge from main
/main/striprig/
45713
Merge from main
/main/ring_road/
45714
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
/main/ring_road/
45716
Disabled ScaleWithLargeMaps on some spawn populations
/main/ring_road/
45717
Fixed water
/main/vtest/
45718
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Merge from striprig
/main/
45720
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Command to get map markers
/main/comp/
45726
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~Remove test repel trigger
/main/vehicles/
45729
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Fix not being able to wake up if player died while chat was open
/main/
45731
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Merge from main
/main/posters/
45735
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Don't zoom item icon UI if the slot is not selectable
/main/vehicles/
45739
Adjust lift height
/main/vehicles/
45740
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Added basic chassis decay
/main/vehicles/
45743
Removed waterlogged ReturnToSpawn. We can use decay for that instead
/main/vehicles/
45744
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Decay modules before decaying chassis
/main/vehicles/
45749
Add ImmortalExceptDecay protection type
/main/vehicles/
45750
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Decay tick edit
/main/vehicles/
45752
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merged from Lunar_2020_new
/main/
45754
New editor UI options for conditionals
/main/vehicles/
45755
~ Subtracting 45544 cc rohan
/main/
45760
network++
/main/Lunar_2020_new/Lunar_2020_premerge/
45764
phrases
/main/Lunar_2020_new/Lunar_2020_premerge/
45765
merge from Lunar_2020_new/Lunar_2020_premerge
/release/
45767
Skin fixes on various prefabs
/main/skeleton optimizations/
45770
Refactor
/main/farming2/
45771
Fixes for skin
/main/skeleton optimizations/
45774
Fixed some female prefab variants.
/main/skeleton optimizations/
45777
Fixes for skin + female variants
/main/
45778
More refactoring of farming1 stuff to be useable for new farming stuff.
Added gene type counting functions.
/main/farming2/
45780
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Merge from skeleton optimizations
/main/skeleton optimizations/Hitbox System/
45783
Capsule ray test improvements, testing transformation.
/main/skeleton optimizations/Hitbox System/
45789
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Replacing from capsule tests.
/main/skeleton optimizations/Hitbox System/
45806
When iterating on the ring road, prioritize retrying nodes with more missing paths
/main/ring_road/
45807
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Bit of refactor & optim.
/main/farming2/
45815
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merge from Lunar_2020_new
/main/Lunar_2020_new/Lunar_2020_premerge/
45826
phrases
/main/Lunar_2020_new/Lunar_2020_premerge/
45827
merge from /Lunar_2020_new/Lunar_2020_premerge
/release/
45828
Working on simplifying colliders on modules
/main/vehicles/
45829
Fixed conditional removal not saving to the prefab, + new features
/main/vehicles/
45830
Code review:
Check null player in LootContainer:OnKilled
Remove exception in BasePlayer:UpdateRichPresenceState
Increase movement threshold
Better load balancing
BuildingAuth check
/main/life_stats/
45831
Fixed conditional add as well
/main/vehicles/
45832
More code review, profiler samples and convar checking in main menu
/main/life_stats/
45833
Finished simplifying 1module_cockpit.
/main/vehicles/
45834
Modular Cars inventory loadout edit
/main/vehicles/
45835
Monument check now checks topology and bounds rather than a flat distance check
/main/life_stats/
45836
Merge from main
/main/life_stats/
45837
Simplified colliders on 1module_cockpit_with_engine
/main/vehicles/
45838
Simplified colliders on 1module_flatbed
/main/vehicles/
45840
Simplified colliders on 2module_flatbed and 2module_fuel_tank
/main/vehicles/
45843
Fixed panel never dropping with damage on 2module_passengers
/main/vehicles/
45844
Simplified colliders on 2module_passengers
/main/vehicles/
45845
Set up LODs for all chassis types
/main/vehicles/
45846
Adjusted lod groups to the usual 25/13/1 setup
/main/vehicles/
45847
Stop velocity showing in inspector
/main/vehicles/
45849
Turn current state into a bitmask so a player can be in multiple states (eg. in base + mounted)
Update time tracking to support the player being in multiple states
/main/life_stats/
45850
LOD1 positioning fix
/main/vehicles/
45851
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merge from Lunar_2020_new
/main/
45853
Craters map - new build
Placed monument nodes
/main/hdrp/
45855
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polish pass to new road textures + gloss balance
/main/hdrp/
45857
Merge from main
/main/skeleton optimizations/Hitbox System/
45860
Reworked more growth basics, exposed ground, light and water modifiers, protobuf.
/main/farming2/
45862
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Updated ring road to latest (cherry picking 44685, 44993, 44994, 45065, 45068, 45082, 45462, 45463, 45575, 45576, 45577, 45596, 45597, 45598, 45619, 45664)
/main/hdrp/
45866
~ Cherry picking 45807
/main/hdrp/
45867
Cherry picking 45869 (road and river mesh tangent fix)
/main/hdrp/
45870
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Moved some code around in editor
/main/skeleton optimizations/Hitbox System/
45874
Plant ui now shows modifier values (placeholder).
Fixed a fertilizer bug with planters.
More modifier calculations/work.
Lights and planters now correctly update their plants.
/main/farming2/
45877
Disable saving on fireworks that are lit (previously done when going off, which was too late)
/main/Lunar_2020_new/
45879
Also calculate modifiers at post server load.
Refresh contained growables when fertilizer is added/removed from planterbox instead of just next tick.
Updated farming test save.
/main/farming2/
45881
Better safe than sorry
/main/Lunar_2020_new/
45885
merge from lunar_2020_new
/main/
45886
Growth genes now boost growth speed. Currently +0.1 multiplier per growth gene.
/main/farming2/
45888
merge from Lunar_2020_new
/main/Lunar_2020_new/Lunar_2020_premerge/
45889
Setting hero url to "itemstore" will open the item store when clicked
/main/
45892
merge from Lunar_2020_new/Lunar_2020_premerge
/release/
45894
Missed file
/main/farming2/
45897
Improvements to the trace test
/main/skeleton optimizations/Hitbox System/
45900
Implemented water gene functionality: water genes increase the amount of water required/consumed, currently by 20% per water gene.
/main/farming2/
45902
This commit was hidden by Facepunch.
merge from Lunar_2020_new/Lunar_2020_premerge
/release/
45907
Fixed firework shells casting a black light
/main/Lunar_2020_new/
45908
merge from Lunar_2020_new/Lunar_2020_premerge
/release/
45910
Hardiness genes now increase the ground modifier value for growables outside of planter boxes.
/main/farming2/
45911
~approval stuff
/main/Lunar_2020_new/
45912
~minor schema generation edits
/main/Lunar_2020_new/
45913
calc tweaks
/main/farming2/
45914
Improved instrument performance while playing back recordings that include massive amounts of notes
/main/instruments/
45915
Cleaned up an unneeded list
/main/instruments/
45916
Dying to a non-player entity (eg. tesla coil) will now display a translated string instead of a prefab name
/main/life_stats/
45917
Moved LOGGroups to client only area
/main/vehicles/
45918
Copy LODs from modules down into the master LOD on the chassis
/main/vehicles/
45919
Improved LOD copying
/main/vehicles/
45920
Trace test
/main/skeleton optimizations/Hitbox System/
45921
Handling meshes without LODs
/main/vehicles/
45922
Increase LOD levels from 25/13 to 40/20, per discussion
/main/vehicles/
45923
Add no-LOD models to LOD2, per discussion
/main/vehicles/
45924
Add fuel storage model to the base chassis so we can LOD it
/main/vehicles/
45925
Adjust culling distance
/main/vehicles/
45926
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Fixed vehicle lift loot refresh + UI issues
/main/vehicles/
45930
WIP vehicle lift
/main/vehicles/
45931
Move attributes just in case
/main/vehicles/
45932
Add modular car decay convar
/main/vehicles/
45933
merge from Lunar_2020_new
/main/
45935
cherrypicking 45892
/release/
45936
Merge from main
/main/life_stats/
45938
Merge from life_stats
/main/
45940
Merge from parent
/main/vehicles/vehicles_vfx/
45946
Trace V2 - No bueno
/main/skeleton optimizations/Hitbox System/
45955
subtracting merge from life_stats 45940
/main/
45957
~Merge from striprig
/main/striprig/
45961
~Actually merge from striprig
/main/
45962
Craters backup
Oasis initial build
Tweaked terrain sand to be able use it as a distant wave in desert in conjunction with terrain config new settings
Road textures meta tweaks
/main/hdrp/
45974
more
/main/farming2/
45977
igniter fixes
schema update
/main/Lunar_2020_new/
45979
merge from Lunar_2020_new
/main/
45984
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Vehicle Lift LOD
Tweaked module panel stuff, collider, mesh
/main/vehicles/
45990
Creosote bush progress
Decor v3 changes
/main/hdrp/
45991
Fix cockpit LOD assignments
/main/vehicles/
45993
Merge from main
/main/comp/
45994
Fix map coordinates missing a letter on the right side (for big maps)
/main/
45995
update LOD setting/ models
/main/vehicles/
45996
Fix sending incorrect player positions when a player is parented to something
/main/comp/
45997
This commit was hidden by Facepunch.
Updated LOD settings on all chassis and modules to Thai's 40/15/1
/main/vehicles/
46000
LOD Group null check
/main/vehicles/
46001
Added labels to LOD utility window
/main/vehicles/
46002
Minor UI formatting edit
/main/vehicles/
46003
Fix NRE
/main/vehicles/
46004
Position vehicle lift
/main/vehicles/
46005
Let cars actually go to sleep properly 😴. Also added IsStationary() and IsMoving()
/main/vehicles/
46006
Added PlanterBox ui to crosshair hud, shows current/max water ml levels when hovering a planterbox.
/main/farming2/
46007
Better capsule DDraw
/main/skeleton optimizations/Hitbox System/
46014
mainmenu video
/main/disable_lunar_2020/
46018
merge from disable_lunar_2020
/main/
46019
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NRE fixes
/main/life_stats/
46022
Subtract 46022 (busted merge)
/main/life_stats/
46023
Merge from main
/main/life_stats/
46024
Reapply fixes
/main/life_stats/
46026
Oasis new build - smaller bodies of water for oasis, grass and forests in oasis come closer to water line, forests are 100% arid in the desert, hilltop topology doesnt exist on sand dunes
/main/hdrp/
46027
Cherry pick 46022
/main/life_stats_merge/
46029
Merge from life_stats_merge
/main/
46030
Ground value calc changes.
/main/farming2/
46031
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
/main/hdrp/
46032
Creosote bush LODs/prefabs
/main/hdrp/
46035
Assigned road and river meshes in the procedural map and road test scenes
/main/ring_road/
46042
Merge from skeleton optimizations
/main/
46045
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Added circular path support to path interpolator (smooth start / end transition of the ring road)
/main/ring_road/
46049
Smoothing regression fix for non-circular paths
/main/ring_road/
46051
Intersection regression fix
/main/ring_road/
46053
This commit was hidden by Facepunch.
Merge from firework_benchmark
/main/
46059
Merge from firework_benchmark
/main/
46061
Planter + Composter panel prefabs
/main/farming2/
46062
Better car sleep solution.
/main/vehicles/
46063
Another wake/sleep fix
/main/vehicles/
46064
This commit was hidden by Facepunch.
Handle reverse speed
/main/vehicles/
46066
Disabling more vehicle updates when asleep + minor edits
/main/vehicles/
46067
Merge from Main->Vehicles
/main/vehicles/
46068
Add support for gravity restrictions (if a fuel source is lower than the entity it can't use it)
/main/sprinkler/fluid_io/
46069
Additional profiling
/main/vehicles/
46070
Sprinkler now runs while it has water input, updated water storage logic to be more in line with other IO entities
/main/sprinkler/fluid_io/
46071
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
/main/vehicles/
46072
MC inventory loadout edit
/main/vehicles/
46073
Fluid switch now disregards gravity checks if powered via pump power input
/main/sprinkler/fluid_io/
46074
Fix health visuals not updating
/main/vehicles/
46075
Collider conditional fix for physics going crazy on SetActive
/main/vehicles/
46076
Merge from main
/main/sprinkler/
46078
Manifest
/main/sprinkler/
46079
Show gravity warning on crosshair when connecting two water entities that need a pump
/main/sprinkler/
46080
Rework water input gravity calculation to use handle location, not entity location (since water barrel plug is much higher than the water barrel root)
/main/sprinkler/
46081
Fix map not zooming
/main/
46082
Cherry picking 44411
/main/ring_road/
46084
removing unused road segments and unused folders for clarity
/main/ring_road/
46086
Updated code to new road mesh orientation
/main/ring_road/
46088
Path smoothing cleanup
/main/ring_road/
46089
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
/main/ring_road/
46090
Horse loot through buildings fix
/main/
46091
Increased min distance between caves so there are less on small maps
/main/ring_road/
46092
Change ParticleSystemContainer to handle method calls before awake, which can happen
/main/vehicles/
46095
road mesh set not to import materials
added river foam texture, kinda work in progress
/main/ring_road/
46097
Updated loot on roadside monuments depending on the tier they've been place in
/main/ring_road/
46099
Increased planterbox slots and it now checks all inventory slots for fertilizer.
Tweaked UI loot panels.
/main/farming2/
46100
Grabbed spud models from new_plants
/main/farming2/
46101
basic initial potato item/entity setup, manifest.
/main/farming2/
46104
Fixed incorrect road mesh scaling along path (from the axis changes)
/main/ring_road/
46105
Fixed potential edge case with not blocking deployment on narrow roads
/main/ring_road/
46108
Potato text setup
/main/farming2/
46110
River mesh model
/main/ring_road/
46115
river mesh debug material
/main/ring_road/
46117
river_foam albedo
/main/ring_road/
46118
Added "Particles/PixelLit Advanced" shader with linear and flow-based frame blending
/main/
46121
Fixed path mesh scale fuckups (fixes road and river texture tiling)
/main/ring_road/
46122
Removed debug logging
/main/ring_road/
46125
Merge from main
/main/skeleton optimizations/
46129
Merge from skeleton optimisations
/main/skeleton optimizations/Hitbox System/
46131
Fixed some edge cases where the road could clip into the terrain
/main/ring_road/
46132
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
/main/ring_road/
46136
Fixed powerlines not spawning along the ring road
/main/ring_road/
46138
Prefab setup
/main/skeleton optimizations/Hitbox System/
46139
Roadside monuments terrain blend map improvements
/main/ring_road/
46140
Removed script, updated prefab
/main/skeleton optimizations/Hitbox System/
46143
Reduced road direction randomization ("wobbliness") at layout stage by 60%
/main/ring_road/
46144
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Added gravel road to my test map
/main/vehicles/
46157
Fixed a few issues with vehicle health protection
/main/vehicles/
46159
Add some extra checks to stop recursive fuel connections
Add some extra checks to stop water re-entering network after being splashed
/main/sprinkler/
46160
Add recursive checks for fuel transfer
/main/sprinkler/
46161
Added a new "plumber" player inventory default
/main/sprinkler/
46162
Move apart water in/passthrough slots on sprinkler for easier use
/main/sprinkler/
46163
More VFX files & new particle lighting test map
/main/vehicles/vehicles_vfx/
46164
Respect max stack size when moving fuel around
Sprinkler now only stores 10ml of water locally
/main/sprinkler/
46165
Fixed some gravity pump edge cases
Fixed fluid splitter marked as electric
/main/sprinkler/
46166
This commit was hidden by Facepunch.
Hose tool now places proper hose lines while placing instead of cables
/main/sprinkler/
46168
Move water catcher sockets to other side of entity
/main/sprinkler/
46169
Shrink sprinkler splash radius, expose radius as a gizmo
/main/sprinkler/
46170
Tweak fuel process, sprinkler only uses water loaded on to it and LiquidContainer is responsible for pushing water to various entities
Use IsConnectedTo check before splashing something, it's better solution than the earlier fix in 46160
/main/sprinkler/
46171
Optimized closing the game
/main/
46172
Mark water item as dirty when pushing it through connections to update UI
/main/sprinkler/
46173
Use proper water catcher UI
/main/sprinkler/
46174
Working on rough terrain damage
/main/vehicles/
46175
Terrain damage work
/main/vehicles/
46178
Fixed player.fillwater command not working if there was an empty belt slot
/main/sprinkler/
46181
merge from main
/main/farming2/
46187
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
/main/ring_road/
46188
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
/main/ring_road/
46189
Show plant type on crosshair info
/main/farming2/
46190
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
/main/ring_road/
46192
Compile fix
/main/ring_road/
46193
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
/main/ring_road/
46194
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values.
Show the yield and current stage info on crosshair info.
/main/farming2/
46196
Cull river and road meshes at 1000m
/main/ring_road/
46201
Only attempt to generate ring road on 3k map or larger
/main/ring_road/
46202
Barren map scene updates
/main/ring_road/
46203
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
/main/ring_road/
46204
Fixed capsule DDraw being inverted at times
/main/skeleton optimizations/Hitbox System/
46206
Prefab updates
/main/skeleton optimizations/Hitbox System/
46209
Additional particle shader options
/main/vehicles/vehicles_vfx/
46210
Backup
/main/vehicles/vehicles_vfx/
46213
Prefab setup
/main/skeleton optimizations/Hitbox System/
46214
Show current stage name and progress on crosshair UI.
UI tweaks.
Additional farming save file with potatoes at fruiting stage, to save my sanity.
/main/farming2/
46216
Deleted temp files
/main/skeleton optimizations/Hitbox System/
46217
Metas
/main/vehicles/vehicles_vfx/
46220
Scene fix
/main/vehicles/vehicles_vfx/
46221
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Range level initial build
Oasis backup
/main/hdrp/
46227
Removed a bit of unused code
/main/farming2/
46231
Removed a bunch of pre-existing code related to growth and growthAge which isn't needed.
/main/farming2/
46235
Fixed prefab
/main/skeleton optimizations/Hitbox System/
46237
Enabled forward mode and shadow mask mode in a few shaders
/main/vtest/
46240
Always save config when exiting the game
/main/
46241
Backup
/main/vehicles/vehicles_vfx/
46242
Fixed some duplicate item ids
/main/sprinkler/
46243
Water flow now tapers off while moving through an IO chain
/main/sprinkler/
46244
Change when we get conditional type
/main/vehicles/
46245
Merging ridable horse lots its spawnable script again. Restore it.
/main/vehicles/
46246
Removed 25% cap on liquid transfer
Increase fill amount
/main/sprinkler/
46247
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Update descriptions
/main/sprinkler/
46249
Backup
/main/vehicles/vehicles_vfx/
46250
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Terrain edit
/main/vehicles/
46256
Increase water catcher storage and throughput amount
/main/sprinkler/
46257
Update water catcher loot panel to work with sprinkler
/main/sprinkler/
46258
Fix lift magnet to work with any lift rotation
/main/vehicles/
46259
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Merge from main
/main/ring_road/
46263
Network++
Save++
/main/ring_road/
46264
This commit was hidden by Facepunch.
merge from ring_road
/main/
46266
Make sure vehicle wakes when driver gets in
/main/vehicles/
46267
more for Hapis
/main/
46269
Too many vehicles on server, reduce pop
/main/vehicles/
46271
Delete my bad Craggy edits
/main/vehicles/
46275
River mesh import settings fixes
/main/
46276
Merge from main
/main/firework_benchmark/
46278
Merge from firework_benchmark
/main/
46280
Merge from hitbox system
/main/
46282
Moved all quality calcs to GrowableEntity.Quality, bit of other refctoring.
Added temperature quality calc.
Clamp01 on the existing curve evaluations to prevent any accidental bad data in the curves causing bad shit.
/main/farming2/
46283
Testing bounds update optimization
/main/skeleton optimizations/Hitbox System/bounds/
46288
merge from hitboxes
/main/
46291
Range latest build - monument nodes added
/main/hdrp/
46293
More wip quality
/main/farming2/
46294
Added temperate to UI and protobuf.
Re-ordered quality stats in UI to make more sense.
/main/farming2/
46304
This commit was hidden by Facepunch.
Fixed wrong distance returned from trace.
/main/skeleton optimizations/Hitbox System/
46307
Merge from hitboxes
/main/
46308
More SixPoint files
/main/vehicles/vehicles_vfx/
46309
Fixed wrong asset paths for monument benchmarks
/main/
46310
Backup
/main/vehicles/vehicles_vfx/
46313
More
/main/vehicles/vehicles_vfx/
46314
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This commit was hidden by Facepunch.
merge from main
/main/autoturret_2/
46318
Ocotillo and creosote bush polish
/main/hdrp/
46319
Scene
/main/vehicles/vehicles_vfx/
46321
Manifest + car population edit
/main/vehicles/
46322
This commit was hidden by Facepunch.
Hose models and materials
/main/sprinkler/
46324
Send player markers in MapMarkers
/main/comp/
46325
Merge from main
/main/comp/
46326
Merge from main
/main/tree_game/
46328
Merge from Main -> Vehicles
/main/vehicles/
46329
Fix terrain topology type
/main/vehicles/
46330
Add a new marker data generation system that uses multiple arcs of raycasts to find positions rather than relying on visual mesh vert points (some trees don't have great topolgy to generate good results)
Clean up some duplicate marker datas
/main/tree_game/
46331
CLIENT compile fix
/main/tree_game/
46332
Presort tree markers by rotation
Move through marker locations in a linear order to eliminate snapping around the tree
/main/tree_game/
46333
Updated palm tree marker data with new system where possible
/main/tree_game/
46334
Remove a log
/main/tree_game/
46335
Tweaked oak_c
/main/tree_game/
46336
Merge from tree_game
/main/
46337
Range latest build
/main/hdrp/
46338
Vehicle lift now uses the new animations. Removed obstruction check since it's so low now anyway. Replaced coroutine with Facepunch Invoke.
/main/vehicles/
46339
merge from main
/main/farming2/
46340
codegen
/main/farming2/
46341
Changed socket placement checks to use new growable entity instead of the old plant entity.
BaseRidableAnimals now eats growables instead of plants.
/main/farming2/
46346
HapisIsland_new scene, initial build, monument nodes
Range backup
/main/hdrp/
46352
More water + yield calc wip and a bit of refactor.
Removed some more unneeded code.
/main/farming2/
46353
Added missing Terrain Placement Map script to some of the new levels
/main/hdrp/
46354
Show water ml consumption on crosshair info.
/main/farming2/
46355
Boilerplate for benchmarking a bunch of effects.
/main/effect_benchmark/
46356
Merge from main
/main/skeleton optimizations/Hitbox System/
46357
Merge from hitboxes
/main/
46359
Converted the ParticleSytemIK update to a IParticleSystemJob
/main/particle_system_ik_job/
46360
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This commit was hidden by Facepunch.
Fixed "back hits" and zero thickness bug.
/main/skeleton optimizations/Hitbox System/
46363
Merge from hitboxes
/main/
46364
merge from main
/main/autoturret_2/
46366
protocol++
/main/autoturret_2/
46368
merge from autoturret_2
/main/
46369
~skin approval
/main/
46370
~turret drop fixes
/main/
46372
first pass at vehicle sounds
/main/vehicles/
46373
samsites drop ammo
/main/
46374
mgl/rl turret nerf
turret now aims at portion of player above water if possible
/main/
46376
turret crouch exploit fix
/main/
46377
HapisIsland_new tweaks
/main/hdrp/
46378
Canyon new build - island shape improvement
/main/hdrp/
46379
Craters new build - island shape improvement
/main/hdrp/
46380
Fix double spawning modules on loading saves
/main/vehicles/
46381
Merge from Main -> Vehicles
/main/vehicles/
46382
Merge from main
/main/posters/
46383
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Minor fix
/main/vehicles/
46388
Merge from main
/main/sprinkler/
46389
Fixed vehicle module health not loading from saves
/main/vehicles/
46390
WIP better passthrough calculations
/main/sprinkler/
46391
Merge from main
/main/new_commands/
46392
Fix teleport2owneditem throwing an exception if no targets were found
/main/new_commands/
46393
Don't double up modules no server load (different to the previous double-up bug)
/main/vehicles/
46394
Cache liquid drain amount and deduct via invoke
/main/sprinkler/
46395
Needed isLoadingSave, not isLoading
/main/vehicles/
46396
This commit was hidden by Facepunch.
Workshed scene backup
/main/posters/
46399
Made storage module interaction play nicely with other vehicle interactions
/main/vehicles/
46400
This commit was hidden by Facepunch.
Taking into account lifetime etc.
/main/particle_system_ik_job/
46406
Merge from main
/main/posters/
46407
Auto turrets can no longer use MGL and rocket launcher
/main/
46410
Fixed terrain splat transition aliasing with distance
/main/hdrp/
46412
don't cull patrol helicopter
/main/
46414
fix sedan_a_wrecked was using the painted variant material and not the wrecked one
/main/
46416
This commit was hidden by Facepunch.
Merge from hitboxes
/main/
46422
~firework limiting
/main/
46424
This commit was hidden by Facepunch.
Adjusted roadside monument loot spawns on tier 1 and 2
/main/
46430
Removed road mesh offset of 0.01m (makes it hover too much)
/main/
46434
Merge from main
/main/hdrp/merge-fix-3/
46436
Finished converting to a job
/main/particle_system_ik_job/
46437
Removed colors
/main/particle_system_ik_job/
46439
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
autoturret reload sounds
/main/
46445
This commit was hidden by Facepunch.
Merge from /main/hdrp/merge-fix-3
/main/hdrp/
46448
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Adjust module protection values
/main/vehicles/
46451
Adjust car damage protection again
/main/vehicles/
46453
Simplified decay code for car and minicopter
/main/vehicles/
46454
swap gong soundclass/mixer channel to instruments
/main/
46455
Merge from main
/main/posters/
46457
Fixed animal hits not counting as hits for life stats
Add another frame of delay when rebuilding life stats layout
/main/life_stats_fixes/
46458
Fix rear seats panel
/main/vehicles/
46459
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Added a vehicle lift to Craggy
/main/vehicles/
46462
Actually nah, don't add vehicle lift to Craggy
/main/vehicles/
46463
More vehicles on the test map
/main/vehicles/
46464
Behicle lift in use status light now working
/main/vehicles/
46465
This commit was hidden by Facepunch.
Fixed stats not refreshing correctly between deaths
/main/life_stats_fixes/
46467
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Merge from life_stats_fixes
/main/
46470
Make sure block param gets set on EmissionToggle
/main/vehicles/
46472
Powered light for vehicle lift
/main/vehicles/
46473
Update hose world model with proper mesh
/main/sprinkler/
46475
Hose world model hookup and outline
/main/sprinkler/
46476
Tiled hose texture for connected hoses
/main/sprinkler/
46477
Fixed stack overflow in drain calculation
/main/sprinkler/
46478
Don't track melee accuracy on weapon hits
/main/life_stats_fixes/
46479
Merge from life_stats_fixes
/main/
46480
Benchmarking setup for muzzle fx
/main/effect_benchmark/
46483
This commit was hidden by Facepunch.
~ Restoring Linux RustNative
/main/
46487
Bridge greyboxes
/main/hdrp/
46490
prefab fixes
/main/skeleton optimizations/Hitbox System/
46491
~ Better shuffling when attempting to place roadside monuments
/main/
46494
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
/main/
46495
Merge from hitboxes
/main/
46499
Removed cloning mechanic, instead you now receive a seed (plus bonus ones for yield gene modifiers) when picking the fruit, which contain the plant's gene data.
Codegen.
/main/farming2/
46501
fix + refactor
/main/farming2/
46504
Ammo Pack meshes//textures/materials
/main/Minigun/
46507
Updating libRustNative.so (Linux server)
/main/
46509
Fixed map shader
/main/hdrp/
46510
updated modules condition panels
/main/vehicles/
46516
~increased turret turn rate
/main/
46517
Adjust engine power and drag, plus extras
/main/vehicles/
46519
This commit was hidden by Facepunch.
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
/main/hdrp/
46522
Adjust engine power
/main/vehicles/
46523
merge from parent
/main/vehicles/vehicles_vfx/
46525
This commit was hidden by Facepunch.
Moving prefabs
/main/vehicles/
46527
This commit was hidden by Facepunch.
Concrete bridge greybox progress
/main/hdrp/
46529
Progress
/main/vehicles/vehicles_vfx/
46530
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
/main/sprinkler/
46532
Fixed PixelLit Advanced.shader regression
/main/vehicles/vehicles_vfx/
46533
Lift LOD edit. Show lights at all LODs
/main/vehicles/
46535
Rename some stuff for clarity
Sprinklers no longer have inbuilt storage
/main/sprinkler/
46536
Don't invoke push liquid logic if no liquid is available
/main/sprinkler/
46537
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
/main/vehicles/
46538
Vehicle lift IO work
/main/vehicles/
46539
Lift I/O
/main/vehicles/
46541
Vehicle lift rotation
/main/vehicles/
46542
More
/main/vehicles/vehicles_vfx/
46543
Add an optional speed parameter for cinematic_play command
/main/cinematic_tools/
46544
Vehicle lift electricity work
/main/vehicles/
46545
More electricity work
/main/vehicles/
46546
Add demo.hud, displays a timestamp during demo playback in the top left of the screen
/main/cinematic_tools/
46547
update lift model/texture, adding deployable model
/main/vehicles/
46548
Added debug.debugcamera_list to list out all saved debug camera positions into the console
/main/cinematic_tools/
46549
Fix demos not being able to jump to time 0 after a demo is finished (IsPaused was left on)
/main/cinematic_tools/
46550
Added support for switching demos on the same map without reloading the map (still wip, there's a few errors)
/main/cinematic_tools/
46551
This commit was hidden by Facepunch.
Adjust power connection and deploy mesh for vehicle lift
/main/vehicles/
46554
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Fixed road mesh being placed slightly too high when loading a map from disk
/main/
46559
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
/main/
46560
Only generate ring road on 4k maps or larger
/main/
46562
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
/main/hdrp/
46571
merge from main
/release/
46572
Toggled import read/write on splat rocks
/main/hdrp/
46576
SavasIsland_new splat painting backup
/main/hdrp/
46577
SavasIsland_new topology painting backup
/main/hdrp/
46578
hose vm rig, vm prefab, entity update
/main/sprinkler/
46581
Fixed terrain blend sampler issues
/main/hdrp/
46582
update vehicle lift
/main/vehicles/
46583
~updated samsite loot panel
reduced autoturret bounds
turret weapon balance
reduced crafting cost of horse armor
reduced research cost of horse armor
increased horse armor rider protection
/main/
46587
SavasIsland_new caves terrain inserts
Updated old caves materials to match terrain
/main/hdrp/
46588
~reduced sleeping bag decay time to 36 hours
/main/
46589
~reduced cost of autoturret at compound
/main/
46591
~fixed depth of field lerp speed being affected by timescale
/main/
46592
Fixed simpleflare errors on build
/main/hdrp/
46595
merge from main
/release/
46598
This commit was hidden by Facepunch.
Regen console system to fix missing convars
/main/hdrp/
46600
Minigun models/textures/materials (world and viewmodel)
/main/Minigun/
46601
Vehicle lift work
/main/vehicles/
46602
tweak tail light prefab hierachy
/main/vehicles/
46604
Added demo.togglehud command for input binding
/main/cinematic_tools/
46605
Client compile fix
/main/cinematic_tools/
46606
Merge from main
/main/sprinkler/
46607
Hose icon
/main/sprinkler/
46608
Send throttle input value to client, for use with audio. Protocol++.
/main/vehicles/
46610
Cleaned up engine audio update method
/main/vehicles/
46611
Disable headlights by default for now
/main/vehicles/
46614
Fixed SkinnedMeshRenderers not showing damage texture
/main/vehicles/
46616
Merge from main
/main/comp/
46617
Send health values to client after adding modules
/main/vehicles/
46619
Disable TailLights for now
/main/vehicles/
46621
Fix marker assignments
/main/comp/
46622
disabled dashboard lights
/main/vehicles/
46624
This commit was hidden by Facepunch.
Auto turret menu background video
/main/
46626
reduce horse roadsign armor research cost
/main/
46627
Subtracting 46562 (ring road once again on 3k maps)
/main/
46628
merge from main
/release/
46629
Fixed some loading issues
/main/farming2/
46631
More gene encoding/transfer work.
/main/farming2/
46635
lowered L96 turret damage
/main/
46637
merge from main
/release/
46638
Fixed an optimisation messing up gene display in some situations
/main/farming2/
46642
Added clientmanifest to buildassetbundles
/main/hdrp/
46644
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This commit was hidden by Facepunch.
~skin approval
/main/
46653
This commit was hidden by Facepunch.
Fixed missing references for skin
/main/
46661
merge from main
/release/
46662
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Don't show health on static vehicle lift
/main/vehicles/
46667
Merge from Main -> Vehicles
/main/vehicles/
46668
Fixed damage tex not being set correctly on initial connection for modules at 0 health
/main/vehicles/
46669
Fixed everyone in any seat trying to hold the steering wheel
/main/vehicles/
46670
Adjusted seating position on all seats
/main/vehicles/
46671
Explosion 3 high/low renders & scene backup
/main/vehicles/vehicles_vfx/
46672
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This commit was hidden by Facepunch.
Attach feet to accel/brake pedals
/main/vehicles/
46677
Accelerator pedal now IK animated
/main/vehicles/
46678
Animating both accelerate and brake. Packing data to the client in a combined float. Protocol++.
/main/vehicles/
46679
Merge from main
/main/posters/
46680
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This commit was hidden by Facepunch.
Throttle code edit
/main/vehicles/
46685
adjusting seat and driver positions
/main/vehicles/
46686
readjusting position
/main/vehicles/
46687
SavasIsland_new Cave entrances manual cliffs dressing
/main/hdrp/
46688
Qualities are now calculated correctly and instantly when a seed is planted into a planterbox, instead of having a null planterbox until the first tick because of the parent not being set by that point.
Updated farming save.
/main/farming2/
46693
updated collider of timbermine entrance justincase'
/main/hdrp/
46699
mine material tweaks
adding some extra texture maps to ensure old style shaders look good
/main/hdrp/
46701
more driver position /seat /dashboard tweak
/main/vehicles/
46708
updated dashboard
/main/vehicles/
46712
This commit was hidden by Facepunch.
Fix client compile
/main/vehicles/
46720
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This commit was hidden by Facepunch.
Exposed detail mask tiling/offset in HDRP/Custom/Lit Blend Layer shaders
/main/hdrp/
46723
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This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
tighten up piano tuning
/main/
46729
This commit was hidden by Facepunch.
Scene
/main/vehicles/vehicles_vfx/
46732
Added a temperature based water requirement multiplier to properties.
Water requirement calculation now uses it.
WIP refactoring some related stuff.
/main/farming2/water_temp/
46734
Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
/main/farming2/
46738
This commit was hidden by Facepunch.
Show some helpful messages when a notification fails to send
/main/comp/
46740
This commit was hidden by Facepunch.
Merge from Main -> Vehicles
/main/vehicles/
46742
Remove obsolete method, exit Modular Car inventory loadout, edit test map
/main/vehicles/
46743
This commit was hidden by Facepunch.
Boot out player interaction if they're using the lift when it loses power
/main/vehicles/
46745
Using IOStateChanged instead of UpdateFromInput
/main/vehicles/
46746
Minor decay edit
/main/vehicles/
46747
This commit was hidden by Facepunch.
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Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
/main/vehicles/
46750
mo fire & fury
/main/vehicles/vehicles_vfx/
46751
Moved car lift to electrical category
/main/vehicles/
46752
Merge from main
/main/comp/
46753
Tentative fix for lift not deploying in builds
/main/vehicles/
46754
DS Steam Upload scripts
/main/hdrp/
46759
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
/main/hdrp/
46763
Updated some test scenes that used craggy's terrain
/main/hdrp/
46764
Skin bundle update
/main/
46765
finished water consumption changes: protobuf, display, update.
/main/farming2/water_temp/
46766
merge from main
/main/effect_benchmark/
46767
merged & fixed water consumption changes
/main/farming2/
46768
Merge from effect_benchmark
/main/
46770
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.
/main/farming2/
46777
Water quality returns 0 not -1 when underwater.
/main/farming2/
46778
Cast usage optimizations
/main/cast_usage_optimizations/
46779
hdrp ds using wrong appid
/main/hdrp/
46780
Fire stuff
/main/vehicles/vehicles_vfx/
46781
Merge from main
/main/particle_system_ik_job/
46782
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This commit was hidden by Facepunch.
TerrainMap -> NativeArray conversion start.
/main/terrainmap_nativearray/
46794
This commit was hidden by Facepunch.
This commit was hidden by Facepunch.
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
/main/farming2/
46799
Fixed init, added some packages.
/main/terrainmap_nativearray/
46803
Crossbreeding only happens within a planter.
/main/farming2/
46804
This commit was hidden by Facepunch.
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
/main/farming2/
46812
Rough first pass on generic.genes gene type crossbreeding weights
/main/farming2/
46813
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
/main/hdrp/
46814
Send an update if any genetics change during crossbreeding.
/main/farming2/
46815
~Meta file only
/main/vehicles/
46816
Set Craggy back to daytime
/main/CraggyEaseOfUse/
46817
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
/main/CraggyEaseOfUse/
46818
gene slot weight tweaks
/main/farming2/
46819
Merge from Main -> Vehicles
/main/vehicles/
46820
Merge from CraggyEaseOfUse -> Vehicles
/main/vehicles/
46821
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
/main/CraggyEaseOfUse/
46822
Merge from CraggyEaseOfUse -> Vehicles
/main/vehicles/
46823
Updates for the change in deployed vehicle lift prefab name
/main/vehicles/
46824
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This commit was hidden by Facepunch.
Correctly link items and their entities when loading from save
/main/vehicles/
46828
cherrypicking 46664 46665 46765 46786 46791 46795 46796 46811 46827
/release/
46830
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
/main/
46832
This commit was hidden by Facepunch.
Merge from sprinklers
/main/farming2/
46835
Added availableIdealWaterCapacity, availableWaterCapacity and idealSaturation to PlanterBox. These are used to determine how much more (if any) water a planterbox needs to receive in order to bring it to the optimal saturation level for growth (and not over).
/main/farming2/
46836
Added BelowMinimumSaturationTriggerLevel and AboveMaximumSaturationTriggerLevel to PlanterBox, for electrical use later on.
/main/farming2/
46840
Fixed calls to native code
/main/terrainmap_nativearray/
46844
Fixed a bunch of issues, almost all working.
/main/terrainmap_nativearray/
46852
This commit was hidden by Facepunch.
Split textures up slightly because it's 2020 and you still get texture corruption in Unity if a bundle is over 4gb
/main/hdrp/
46854
Merge from main
/main/terrainmap_nativearray/
46860
wrapping up remaining caves scene terrain rework
/main/hdrp/
46862
Removed FoliageRenderer class as it doesn't seem to be used any more...
/main/foliagegrid_optimization/
46863
merge from main
/main/farming2/
46864
update save
/main/farming2/
46865
This commit was hidden by Facepunch.
UI work: clearer stats display, show percentage values, reordered.
/main/farming2/
46874
This commit was hidden by Facepunch.
Color code condition UI values, red when <= 0.5.
Changed "Water" label to "Water Saturation" to be more obvious what it indicates.
/main/farming2/
46877
This commit was hidden by Facepunch.
Increased composter tick rate to 15 minutes
/main/farming2/
46879
Added CompostEntireStack composter inspector bool, if this is enabled, the entire stack of an item will be composted each tick instead of just one from the stack.
Simplified the fertilizer item creaction, getting rid of a loop.
/main/farming2/
46880
Threshold display tweak
/main/farming2/
46881
Enable saving on vehicle lift
/main/vehicles/
46882
Merge from main
/main/comp/
46883
This commit was hidden by Facepunch.
Show a more helpful message when trying to build in a prevent building volume (including monuments)
Show a message when building too close to another building
Show a message when trying to build in an area where you do not have building privileges
/main/
46885
Simplified vehicle lift networking, got it working correctly with save/load. Client now also infers the correct lift up/down state from the other parameters. Protocol++.
/main/vehicles/
46886
Increased brake power a little
/main/vehicles/
46887
Add model script to chassis and modules
/main/vehicles/
46888
Adjust trigger parent volumes on flatbeds
/main/vehicles/
46889
Add PlayerState persistence table
/main/playerstate/
46890
Adjust vehicle lift deploy area + chassis prefab changes
/main/vehicles/
46891
Attaching PlayerState to the BasePlayer
/main/playerstate/
46892
Caves - more work towards converting and tuning textures/mats to new hdrp standards
Replaced old cave gravel meshes with new ones using terrain 'foliage' rocks
/main/hdrp/
46893
Replaced old rocks prefab instances with new one in caves_dressing scene
Added small colliders to cave gravel prefabs for rare cases where stones are scaled a bit larger
/main/hdrp/
46894
Merge from terrainmap_nativearray
/main/foliagegrid_optimization/
46897
UI padding tweak
/main/farming2/
46898
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Backup
/main/vehicles/vehicles_vfx/
46900
This commit was hidden by Facepunch.
merge from main (46905 changeset)
/main/PlayerPresentation/
46907
modifications to caves and timber mine entrances to make meeting with terrain even easier
removed old ore vein decals - decal projectors are a bad way to handle these in retrospect, should be done using geo
/main/hdrp/
46908
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Messy tests looking at how to utilize unity jobs. No bueno.
/main/foliagegrid_optimization/unity_job_tests/
46910
upgraded to hdrp 7.2.0
/main/hdrp/hdrp-7.2.0/
46913
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Quality/modifier/calculation balance tweaks.
/main/farming2/
46915
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Fix protobuf codegen for doubles
/main/playerstate/
46917
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More balance tweaks.
Small planter is now a default blueprint.
/main/farming2/
46923
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Rough but some progress.
/main/foliagegrid_optimization/
46928
Caves cliffs dressing with the new cliffs - managed to reduce the amount of objects used compared to old stuff
/main/hdrp/
46929
Add debuglootsounds convar to help chase down repeating sound bug
/main/
46930
Yield calculation changes
/main/farming2/
46931
switched hemp and pumpkin over to GrowableEntity
/main/farming2/
46932
Changed item description "Potato Seed" to "Seed Potato" cus that's what they're actually called.
/main/farming2/
46933
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Updated cave_roots_ivy assets to HDRP
/main/hdrp/
46935
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Fixed map cache texture resolution backwards compatibility on 2019.3 (only affected maps over 4k)
/main/
46942
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Backup
/main/vehicles/vehicles_vfx/
46946
Jobified instance copy. Changed the scope of FoliageGroup. No longer using FoliageKey, instead using FoliagePlacement as a key.
/main/foliagegrid_optimization/
46947
Dung
/main/farming2/
46949
Hooked everything back up to start testing.
/main/foliagegrid_optimization/
46951
This commit was hidden by Facepunch.
Various
/main/vehicles/vehicles_vfx/
46955
Added optimal quality values to plant properties, so they can be set per growable type, eg potatoes could grow more easily in worse conditions. (all set to 1 at the moment though)
Fixed some client #ifdef errors.
/main/farming2/
46957
~ Subtracting 2019.3
/main/
46958
More
/main/vehicles/vehicles_vfx/
46961
redo of rock_wall_gravel mesh (used for cave ladders)
/main/hdrp/
46966
Removed hardiness bonus from plant properties as it's no longer needed.
Fixed a bug with value remapping breaking some optimal condition calcs.
/main/farming2/
46967
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Increased potato grow time, but lowered optimal condition values.
Some initial potato consumable stats: lowered hyrdration benefit, restores health more slowly.
/main/farming2/
46969
Added sprinkler model and materials
/main/farming2/
46971
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~skin approval
/main/
46979
Updated some prefabs and materials
Switched physical sky and camera + phys lux values (testing)
/main/hdrp/hdrp-7.2.0/
46980
Merge from Main -> Vehicles
/main/vehicles/
46981
Fixes and Improvements
/main/foliagegrid_optimization/
46982
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Updated icons for all chassis and modules
/main/vehicles/
46989
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Fix CLIENT compile
/main/farming2/
46991
Add support to the item icon slot UI for more than just showing container slots. Now showing vehicle module and chassis info in UI slots.
/main/vehicles/
46993
Missing proto file
/main/playerstate/
46994
~ Commit generated LootSpawn junk so we don't have clutter in our Plastic added items list
/main/
46995
Icon positioning adjustments
/main/vehicles/
46996
~ Commit manifest and a bunch of other changes that generating the manifest results in (mostly just some fx prefab reserialization)
/main/
46997
Updated vehicle lift icon as well
/main/vehicles/
46998
Save map markers in PlayerState so they don't get erased when you get killed (while offline)
/main/playerstate/
46999
Can now call cinematic_play with the same animation that is currently playing and it will revert to frame 0 of the animation
Fixed cinematic_play defaulting to a massive speed if no speed variable was provided
/main/cinematic_tools/
47000
Fixed dev tools/menu blur using delta time and not unscaled delta time (fixes blur staying on while demo is in slow motion)
/main/cinematic_tools/
47001
Storage module now drops contents on death
/main/vehicles/
47002
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Adjusted physics code re playtest feedback, setting up vehicles to:
- Come to rest naturally at initial spawn
- Continue rolling freely if driver bails out while the vehicle is moving at significant speed
- Keep still, apply "handbrake" if driver exits while relatively stationary
/main/vehicles/
47007
Cleanup
/main/vehicles/vehicles_vfx/
47008
Added sprinkler gibs model
/main/farming2/
47009
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Merge from main
/main/skeleton optimizations/Hitbox System/
47013
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Final tweaks before S2P
/main/hdrp/
47015
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Potato world population spawning.
/main/farming2/
47018
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Visual calc tweak
/main/farming2/
47022
More water changes
/main/farming2/
47024
Water requirement gene balance tweak
/main/farming2/
47025
Merged most of each cells update into a single process, removing some cause of update delay and spikes.
/main/foliagegrid_optimization/
47030
New pine tree saplings
Dead pine trees
/main/hdrp/
47031
Fix missing dispose of the player state database
/main/playerstate/
47032
Material tweaks
/main/hdrp/
47034
Fixed batchgroup clearing
/main/foliagegrid_optimization/
47035
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~ Close the report dialog when escape is pressed
/main/
47038
~ Unity intentionally updating a bunch of metas again to bug me (bunch of different icons)
/main/
47040
~ Merge CraggyEaseOfUse -> Main. Adds a Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
/main/
47041
Merge from Main -> Vehicles
/main/vehicles/
47042
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updated textures, tweak conditional
adding WIP module
/main/vehicles/
47044
fixed manifest
/main/vehicles/
47045
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Added UI infobox data for vehicle chassis and modules
/main/vehicles/
47049
Module/chassis item description edits
/main/vehicles/
47050
Cockpit icon update to latest model
/main/vehicles/
47051
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merge from shotguntrap_cave_fix
/main/
47058
merge from main
/main/farming2/
47059
Yield pool basic implementation
/main/farming2/
47062
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
/main/
47063
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
/main/
47065
This commit was hidden by Facepunch.
more wip yield changes
/main/farming2/
47067
yield pool serialization
/main/farming2/
47068
Moved to a singular BRG for the whole grid
/main/foliagegrid_optimization/
47069
Fix a bonus being applied twice in yield calc.
/main/farming2/
47070
Removed old lighting prefab used in monument scenes
/main/hdrp/
47072
This commit was hidden by Facepunch.
Monuments HDRP upgrade (quarries)
/main/hdrp/
47076
~ ProjectVersion.txt
/main/
47077
merge from main
/main/farming2/
47078
Monuments HDRP upgrade (power sub stations)
/main/hdrp/
47079
Added Fluid Splitter model and materials + gibs
/main/farming2/
47080
All consolidated into one BRG, bug fixes etc.
/main/foliagegrid_optimization/
47083
Reworked fertilizer consumption and some optimisation.
/main/farming2/
47084
A benchmark for FoliageGrid
/main/foliagegrid_benchmark/
47085
Merge from cinematic_tools
/main/
47086
Finished off the rest of the benchmark setup
/main/foliagegrid_benchmark/
47087
Merge from benchmark
/main/foliagegrid_optimization/
47091
Remove evil red glow
/main/vehicles/
47093
Allow lights use with engine off
/main/vehicles/
47094
Added audio for lights toggle
/main/vehicles/
47096
Applied fixes
/main/foliagegrid_benchmark/
47098
More lights work
/main/vehicles/
47099
Gauge lights
/main/vehicles/
47100
Fix camera lerp bounce issue at lower values. Convar to enable/disable camera lerp 'locomotion'
/main/cinematic_tools/
47101
Set debug camera fov/zoom length to value (debugcamera_fov )
/main/cinematic_tools/
47104
Sprinkler model hookup + gibs + icon
/main/farming2/
47105
Fix presets, which had lost their item assignments
/main/vehicles/
47106
This commit was hidden by Facepunch.
Fluid splitter model hookup + icon +gibs
/main/farming2/
47108
Better lods, remove art from server
/main/farming2/
47109
Camera shake commands [amplitude, frequency, duration]
/main/cinematic_tools/
47110
Merge from main
/main/posters/
47111
This commit was hidden by Facepunch.
Tentative fix for double-animated vehicle mount sitting
/main/vehicles/
47113
~ reduce hide poncho to 30seconds craft
/main/
47115
Fixed wooden sign medium and small placement issues
Renamed Wooden sign to Medium wooden sign for continuity
/main/
47118
Reduce growable health by deathRatePerQuality for each quality <= 0.
This means plants will die, and die faster the more things it's lacking in.
/main/farming2/
47119
merge from benchmark
/main/foliagegrid_optimization/
47123
Asset bundle
/main/foliagegrid_benchmark/
47127
fixed edge case inside terrain antihack false positive at cave_slope_600
S2P
/main/
47128
This commit was hidden by Facepunch.
Overall quality is now calculated correctly when lighting is toggled (not just lighting quality)
/main/farming2/
47132
fluid_splitter material improvements
/main/farming2/
47134
Output bundle item info as useful json
/main/
47135
Reduced plant water intake levels, increased sprinkler output to 10ml every 10 secs.
/main/farming2/
47136
Monuments HDRP upgrade (powerplant, satdish, sewer branch(wip))
/main/hdrp/
47138
Fixed riverflow direction in materials
/main/
47139
Merge from particle_system_ik_job
/main/
47144
Merge from main
/main/cast_usage_optimizations/
47145
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Subtracting 43422 (crash fix test)
/main/
47147
Merge from main
/main/cast_usage_optimizations/
47148
Merge from cast_usage_optimizations
/main/
47149
merge from benchmark
/main/foliagegrid_optimization/
47154
wip seed info UI update
/main/farming2/
47157
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Fix missing speed parameter on windmill animation controller
/main/
47164
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled
/main/
47165
Client performance: ModularCarAudio
/main/vehicles/
47166
Client performance: Don't animate chassis visuals if it's behind the camera
/main/vehicles/
47167
Chassis visuals performance further improvement
/main/vehicles/
47168
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Merge from main
/main/cinematic_tools/
47172
Add demo.playernames to print all players in the currently playing demo
/main/cinematic_tools/
47174
Made DemoHUD a standalone prefab (for future iteration)
DemoHUD automatically hides if the menu or developer tools are open
/main/cinematic_tools/
47176
Better debug.debugcamera_list display and zoom formatting
/main/cinematic_tools/
47177
Fixed demo.skip not working after a demo reaches the final frame
/main/cinematic_tools/
47179
Visual pass on Demo playback UI
/main/cinematic_tools/
47180
Tweaked sizing of some elements
/main/cinematic_tools/
47181
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Adjusting bumpers
/main/vehicles/
47184
Adjusted player position in seats as there was some clipping through seats
/main/vehicles/
47185
merge from main
/main/farming2/
47186
Show plant condition resiliences on seed info panel.
/main/farming2/
47188
Removed ring road from maps smaller than 4k since it takes away too much space
Roadside monuments can spawn next to both main roads and side roads
Place roadside monuments after all other monuments
/main/ring_road_2/
47190
Reapplied 46942 terrain map resolution clamping to prepare for 2019.3
/main/ring_road_2/
47191
Fixed a typo making horses poo every 10 minutes
/main/farming2/
47192
cherrypicking 47147
/release/
47193
Plant material colour scale is now based on health, not water.
/main/farming2/
47194
Fixed growables attempting to die twice when picked.
/main/farming2/
47198
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
/main/hdrp/
47199
Default world size is now 4250 (from 4000) to give monuments slightly more space to spawn in with the new ring road
/main/ring_road_2/
47200
Merge from main
/main/foliagegrid_benchmark/
47201
Merge from foliagegrid_benchmark
/main/
47203
Disabled read/write on some FoliageGrid meshes. Enabled mesh compression.
/main/foliagegrid_optimization/
47204
Growables ignore condition qualities when dying and always advance to the next stage at full speed.
/main/farming2/
47206
Added an option to remove a dying plant from a planterbox and receive plant mulch, which can be composted for a small amount of fertilizer.
/main/farming2/
47208
an even smaller amount
/main/farming2/
47209
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Fix VehicleEditingItemIcon refresh
/main/vehicles/
47219
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Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
/main/
47221
Strip out "demos/" from filename display
/main/cinematic_tools/
47222
Fixed wrong source item hookup on sprinkler
/main/farming2/
47223
Updated some item descriptions
/main/farming2/
47224
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Better slow-speed exit handbrake system
/main/vehicles/
47227
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Wheel animation fix
/main/vehicles/
47229
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This commit was hidden by Facepunch.
Add env.oceanlevel replicated convar that lets server admins change the water height
/main/oceanlevel/
47232
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Initial commit of internal engine items
/main/vehicles/
47235
Orbit target entity mode for debug camera
/main/cinematic_tools/
47236
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Removing missing scripts from prefabs/scenes
Scene2Prefab
/main/hdrp/
47242
This commit was hidden by Facepunch.
Some fixes to trainyard, splat painting adjustments around cliffs
/main/hdrp/
47244
merge from main
/main/farming2/
47245
save update
/main/farming2/
47246
Plant stage duration initial base values
/main/farming2/
47247
Refresh qualities when fertilizer is consumed
/main/farming2/
47250
set fruit visual scale curves
/main/farming2/
47253
This commit was hidden by Facepunch.
Durability.
/main/farming2/
47259
Testing out indirect rendering of foliage...
/main/foliagegrid_optimization/indirect/
47261
Better test
/main/foliagegrid_optimization/indirect/
47262
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Added a dedicated crossbreeding stage instead of just triggering crossbreeding when entering sapling stage.
/main/farming2/
47272
repaired plant properties after adding the new stage.
/main/farming2/
47273
This commit was hidden by Facepunch.
adding engine models
/main/vehicles/
47275
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Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
/main/
47278
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WIP planter electrical sensor
/main/farming2/sensor/
47280
Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
/main/
47281
Merge from farming2
/main/farming2/sensor/
47283
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Merge from farming2
/main/farming2/sensor/
47286
Another fluid switch fix change, simplify planter sensor for now
/main/farming2/sensor/
47287
Demo browser
/main/cinematic_tools/
47288
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Demo name formatting changes
/main/cinematic_tools/
47290
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Initial commit of engine internal items work
/main/vehicles/
47293
Fix engine storage parenting on 1mod_engine
/main/vehicles/
47294
Edits to storage interaction
/main/vehicles/
47296
MediaIsland server startup error+warning fixes
Removed missing prefabs
Removed broken prefabs
/main/
47297
Added FoliageIndirectRenderer to manage a group of instances
/main/foliagegrid_optimization/indirect/
47301
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Removed BRG
/main/foliagegrid_optimization/indirect/
47308
merge from playerstate
/main/
47309
~Icon uploader
/main/
47318
Hooked up IndirectRenderer, managing each chunk of the instance array properly
/main/foliagegrid_optimization/indirect/
47320
More accurate yield info.
/main/farming2/sensor/
47321
subtract commit to wrong branch
/main/farming2/sensor/
47323
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Pine saplings LODs / prefabs / billboards
Dead pines / LODs / COL / prefab setup
Tweaked the size of all trees in spawn v3 folders to be more realistic
Tweaks to decor.v3 and spawn.v3 prefabs
Various other foliage tweaks
/main/hdrp/
47328
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Fixed bugs with instance management. Pretty much ready to start comparisons.
/main/foliagegrid_optimization/indirect/
47331
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~skin approval
/main/
47334
vehicle sound progress
/main/vehicles/
47335
server compile fix
/main/vehicles/
47336
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Camera framing guide overlay and commands to toggle (rule of thirds, golden ratio, crosshair)
/main/cinematic_tools/
47340
convar for camera guide color
/main/cinematic_tools/
47341
TAB key to cycle between the different bones of the target entity
/main/cinematic_tools/
47343
merge from main
/main/farming2/
47344
plant ui: header
/main/farming2/
47345
Added Glass_Type_1, Glass_Type_Industrial, Glass_Type_Reinforced prefabs for map makers
/main/
47346
headers and sections blockout
/main/farming2/
47347
Created InfoBar prefab.
Added icon files.
/main/farming2/
47348
InfoBar code, prefab links.
/main/farming2/
47349
Populated sections, setup InfoBar instances.
/main/farming2/
47350
added two non transparent glass types for map makers (houses and industrial)
/main/
47351
Switched plant info over to the new UI.
/main/farming2/
47352
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
/main/
47353
Show plant type icon on UI.
Add a link from GrowableEntity back to its source item def. Set links.
/main/farming2/
47354
Merge from main
/main/playerstate/
47356
Stage info tweaks: show the current stage name and current progress %.
Alignment tweaks.
/main/farming2/
47357
Include produce name in yield display.
Colour code values.
/main/farming2/
47358
First pass of new gene UI.
Bunch of UI fixes/tweaks, prefab updates.
/main/farming2/
47359
added fluid_switch
/main/farming2/
47360
fluid_switch gibs
/main/farming2/
47361
Latest Steamworks
/main/
47362
Updated steamworks.posix
/main/
47363
Delete UI template
/main/farming2/
47365
Merge from main
/main/playerstate/
47366
Merge from playerstate (few fixes from review)
/main/
47367
Merge from main
/main/oceanlevel/
47368
Steamworks server interface fixes
/main/
47369
merge from main
/main/farming2/
47370
subtract merge from main
/main/farming2/
47371
Colour code gene links
/main/farming2/
47372
~Update DS steamwork libraries
/main/
47373
merge from main
/main/farming2/
47375
harvest prompt updates
/main/farming2/
47376
Item descriptions
/main/farming2/
47377
Steamworks Update to fix locking up
/main/
47378
Added the new genetics display to SeedInformation panel.
/main/farming2/
47379
Merge from main
/main/oceanlevel/
47381
Added a new Ripe stage after Fruiting.
A stage can now be flagged with IgnoreConditions, which will allow it to advance to the next stage at full speed, regardless of condition qualities.
/main/farming2/
47382
Dedicated server fix test
/main/
47383
GetAuthSessionTicketAsync Debug
/main/
47384
Fix SoundManager lag spiral of death that brings the editor down to 0.1 FPS
/main/oceanlevel/
47385
Some AI tweaks to make scientists avoid running around underwater
/main/oceanlevel/
47386
Merge from main
/main/oceanlevel/
47389
refactoring/cleaning up
/main/farming2/
47390
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Bunch of general refactor/cleanup/fixes/tweaks.
/main/farming2/
47392
Fix rivers being offset above the ocean instead of staying under
/main/oceanlevel/
47393
Fluid switch mesh hookup, icon, gibs
/main/farming2/
47394
Non 6-point smoke tests.
/main/vehicles/vehicles_vfx/
47395
Move fluid switch logic into it's own class, revert ElectricSwitch to original state
/main/farming2/
47396
Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
/main/farming2/
47397
Merge from farming2
/main/farming2/sensor/
47398
added horse_dung model and materials
/main/farming2/
47400
Scene backup (backdrop stage)
/main/posters/
47401
Mats
/main/vehicles/vehicles_vfx/
47402
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
/main/farming2/sensor/
47403
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
/main/vehicles/
47404
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Scene
/main/vehicles/vehicles_vfx/
47408
Sprinkler VFX cherrypick
/main/farming2/
47410
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Sprinkler prefab stuff & missing meta.
/main/farming2/
47413
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Cleaned up fluid switch lods
Sprinkler fx fix
/main/farming2/
47415
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Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime.
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
/main/farming2/
47417
Randomise saturation check, implement is powered checks and longer interval between saturation checks
/main/farming2/sensor/
47418
Merge from farming2
/main/farming2/sensor/
47419
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merge from main
/main/farming2/
47423
merge fix
/main/farming2/
47424
dung updates/tweaks.
reduced the water requirement gene multiplier.
/main/farming2/
47426
rigged and created idle on animation for sprinkler, updated prefab
/main/farming2/
47427
dung icon
/main/farming2/
47428
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Merge from foliagegrid_benchmark
/main/
47436
Merge from main
/main/foliagegrid_optimization/indirect/
47437
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fixed medium monuments stall
/main/hdrp/
47441
rigged and animated fluid_switch
/main/farming2/
47442
simplified fluidswitch anims down to 2
/main/farming2/
47444
cliffs final colliders
/main/hdrp/
47451
Reverted from using NativeArray in places
/main/foliagegrid_optimization/
47464
No longer need to add foliage meshes to MeshCache
/main/foliagegrid_optimization/
47465
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
/main/farming2/
47468
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Don't allow moving or removing modules that have stored content + other cleanup
/main/vehicles/
47472
Fix client compile
/main/vehicles/
47473
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
/main/vehicles/
47478
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potato, potato seed, fertilizer icons
/main/farming2/
47486
This commit was hidden by Facepunch.
crossbreed effect setup
/main/farming2/
47488
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Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
/main/hdrp/
47492
procmap backup
/main/hdrp/
47496
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~Latest Steamworks
/main/
47502
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RequestUserStats => RequestUserStatsAsync
/main/
47508
added sprinkler_off animation and tweaked sprinkler_on anim to bounce a bit less
/main/farming2/
47512
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Last checkin, no real gain from this.
/main/foliagegrid_optimization/indirect/
47518
Merge from main
/main/foliagegrid_optimization/
47519
~ Fixed infinite wait when ai.move is false and nav_wait is true
/main/
47521
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deleting now unused models/prefabs and overgrowth atlas textures
/main/hdrp/
47528
Tweaks, #if CLIENT
/main/foliagegrid_optimization/
47531
Merge from foliagegrid_benchmark
/main/
47534
pre-s2p backup
/main/hdrp/
47535
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S2P all
/main/hdrp/
47537
Yellow crossbreed FX variant.
Set effect recycle times.
/main/farming2/
47542
Steamworks latest:
- Fixed SteamServer events being hooked twice
- Fixed SteamFriends events not being hooked
- Throw exception if trying to initialize multiple times
- Shutdown dispatch on server/client close
/main/
47543
Merge from parent
/main/vehicles/vehicles_vfx/
47544
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Computer station LOD0 progress
/main/rc_tests/
47547
Hook up sprinkler animation
/main/farming2/
47548
Unsaved
/main/farming2/
47549
Added a fluid switch to the plumber loadout
/main/farming2/
47550
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Use InvokeHandler instead of Unity invoke
/main/vehicles/
47554
Storage module UI edit
/main/vehicles/
47555
Add meta.add console command to add a value to a convar (useful in binds)
/main/
47556
Merge from oceanlevel
/main/
47557
Merge from instrument_autoturret_v2
/main/
47558
Fixed 1.5x scale on demo playback UI
/main/cinematic_tools/
47559
Work on not allowing modules to be moved/removed while they have storage
/main/vehicles/
47560
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Made navmesh bake at server startup ~4x faster
/main/navmesh_2/
47569
Merge from main
/main/navmesh_2/
47570
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Working on engine module loot. Fixed fuel tank module which seemed to have lost its storage.
/main/vehicles/
47575
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Bundle fuckaroo
/main/
47577
This commit was hidden by Facepunch.
Bundle fuckaroo 2
/main/
47580
Convar for custom ratio guide (eg. "2.35:1" or "4:3" etc)
/main/cinematic_tools/
47581
yield icon
/main/farming2/
47583
Open demo browser as popup on right hand side menu
/main/cinematic_tools/
47584
Functional sort buttons on demo browser (sort by name, date, length)
/main/cinematic_tools/
47587
demo.browser convar (don't mess with main menu for a feature only a few people will use)
/main/cinematic_tools/
47588
Change camera parent key from LEFT MOUSE to F
WASD movement with debug camera while orbiting offsets camera
SHIFT + R key combination to reset orbit offset position
/main/cinematic_tools/
47590
Raknet.Write.cs isn't used
/main/SteamNetworking/
47591
Added SendInfo GetAllConnections
Choose NetworkInitSteamworks in Bootstrap
Added SendInfo.GetAllConnections()
Initialize SteamServer before creating server
/main/SteamNetworking/
47594
Only show demo browser button if user has demo files, as requested
/main/cinematic_tools/
47595
Check if demo button should be active on menu awake
/main/cinematic_tools/
47597
Subtracting bundle shit because it's causing some problems and isn't important for the update
/main/
47598
UI pivot position tweak.
Crossbreeding changes.
/main/farming2/
47599
Initialize Steam before the main menu (fixes rich presence errors)
/main/
47600
Linux steam library update
/main/
47601
Don't call GetAuthSessionTicket if no steam
/main/
47602
Init some lists with an initial capacity
/main/foliagegrid_optimization/
47604
Merge from main
/main/foliagegrid_optimization/
47606
Deleted a bunch of now unused properties from PlantProperties (previously still used by the old PlantEntity stuff). Renamed/reformatted/relinked some properties.
/main/farming2/
47607
Hide clone items
/main/farming2/
47608
This commit was hidden by Facepunch.
Cherrypicking 47613
/main/
47614
Latest Steamworks
/main/SteamNetworking/
47618
Added steamnetdebug to toggle debug info [0-8]
/main/SteamNetworking/
47620
This commit was hidden by Facepunch.
Added DepthAwareBackgroundBlur effect
/main/rc_tests/
47623
Specialized NetworkClient just for playing demos (so we don't have to implement it in every implementation)
/main/SteamNetworking/
47624
Use steam networking if running with -swnet
/main/SteamNetworking/
47625
Simplified Network.Write into Network.NetWrite so it doesn't need to be derived
/main/SteamNetworking/
47626
sprinkler sounds
/main/farming2/
47627
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Fixed a case where the gravity warning was displaying while connecting electrical components
/main/farming2/
47634
Fixed gravity warning displaying when connecting to a fluid switch set to off
/main/farming2/
47635
Engine internals
/main/vehicles/
47636
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Engine - hide unused slots
/main/vehicles/
47640
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Don't allow negative oceanlevel because too many things would break from it
Fix buoyancy component ignoring oceanlevel changes
/main/
47645
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Split debug camera movement and input so movement still updates while menu is open
/main/cinematic_tools/
47647
Reset cam bone when switching target entity
Tab sets cam bone to first bone when there's no current cam bone
/main/cinematic_tools/
47648
Allow debug camera to target self player model
/main/cinematic_tools/
47649
Fix debug camera bone cycling on player models
/main/cinematic_tools/
47650
train track textures update to match new terrain gravel
/main/hdrp/
47651
Add debug camera convar for following bone rotation (for shots where camera is mounted to a gun for example)
/main/cinematic_tools/
47652
Engine module internalsUI
/main/vehicles/
47653
Simplify aspect ratio camera guide convar as requested
/main/cinematic_tools/
47654
Update demo browser theme as requested
/main/cinematic_tools/
47655
Stop demo after reading it to list in browser to avoid file sharing violation
/main/cinematic_tools/
47658
network++
save++
/main/
47662
wip simplifying/optim genes serialisation
/main/farming2/serial/
47664
Fixes memory usage
/main/foliagegrid_optimization/
47665
Big v2 assets removal, renamed what is kept into v3 folders, deleted now unused files/scenes
/main/hdrp/
47669
removing '_new' from Hapis and Savas maps/folders
/main/hdrp/
47671
Switch to SteamNetwork Interface mode
/main/SteamNetworking/
47673
Refactor
/main/SteamNetworking/
47674
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Garbage free
/main/SteamNetworking/
47683
Refactor
/main/SteamNetworking/
47684
Better riversource placement
/main/hdrp/
47686
Up demo version to 2 to add length of demo to the end of file
/main/cinematic_tools/
47687
fixed filters of underwater rock formations (spawned over the water line)
/main/hdrp/
47689
removed clone entry in foliage.v3
/main/hdrp/
47691
Use Raknet unless -swnet set
/main/SteamNetworking/
47692
merged from /main/SteamNetworking
/main/
47694
Pooling and pre allocating the temporary instance list buffers to save memory
/main/foliagegrid_optimization/
47696
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engine audio implementation cleanup
/main/vehicles/
47707
~skin approval
/main/
47708
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Fix ClientOnly GameObject positioning on modules
/main/vehicles/
47710
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Add composite keybinds so you can do stuff like: bind [leftcontrol+x] kill
/main/
47714
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Working on engine physics changes. Now able to set top speed, power curve. Still WIP
/main/vehicles/CarPhysicsChanges/
47716
Fix the igniter not igniting candles
/main/
47717
Fix Client compile error
/main/cinematic_tools/
47718
This commit was hidden by Facepunch.
Merge from main
Added an end of file signifier (-1) before the length of the demo is recorded and early return if we hit that value from the demo reader
/main/cinematic_tools/
47721
Merge from cinematic_tools
/main/
47722
Refactor demo file writing so that post record data can be saved in header
/main/cinematic_tools/
47723
Add player lookat mode for debug camera
Add log for switching target bone for Paddy
/main/cinematic_tools/
47724
deleting unused normal maps and subsurface scattering maps
/main/hdrp/
47726
Fixed NRE in Raknet.Client.Send
/main/
47727
Added netcode protocol to tags
Client change network system automatically when trying to join a server
Don't try to route steam queries through netcode if not supported (tell steam to use its own port)
/main/
47728
Cleaned Demo Menu UI
/main/
47730
Fixed exception in ShowDemoBrowserButton if "demos" folder doesn't exist
/main/
47733
better horse dung pile model and lods
/main/farming2/
47735
scaled up dung_pile 175%, tweaked ao to be darker
/main/farming2/
47736
Merge from main
/main/foliagegrid_optimization/
47738
Add demo delete confirmation UI prefab
/main/cinematic_tools/
47739
Steamworks latest
/main/
47740
Updated underwater rock formations terrain modifiers to prevent plants spawning inside rocks
Floating junkpiles material links fixes
Underwater plants density reduced 66%
/main/hdrp/
47744
Latest Steamworks
/main/
47747
Fixed localization on Inventory screen
Added localization for On/Off on options
Added achievments to localization
Fixed QUICK CRAFT not localized
Fixed item name hidden in chinese/korean/japanese
Fixed chinese/korean/japanese names not showing in the team dock
Updated phrases
/main/
47756
Terrain benchmark setup
/main/terrain_benchmark/
47757
SteamNet: allow configure of SendBufferSize
/main/
47758
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Merge from terrain_benchmark
/main/Terrain instancing/
47761
shader etc...
/main/Terrain instancing/
47766
Steamworks update
/main/
47768
Added optional temporal filter to bloom effect
/main/rc_tests/
47769
This commit was hidden by Facepunch.
Don't allow manually setting replicated convars clientside (prefix it with sv so you can't desync yourself)
/main/
47771
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merge to main
/main/
47775
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Sub-effect LODs and consistency fixes.
/main/vehicles/vehicles_vfx/
47778
This commit was hidden by Facepunch.
Proper LightEX for destroyed burning vehicle engines.
/main/vehicles/vehicles_vfx/
47780
Scene backups
/main/posters/
47781
Merge from main
/main/posters/
47782
Variants for other engine models
/main/vehicles/vehicles_vfx/
47783
Wrapped conditional damage & exhaust states into the engine modules.
/main/vehicles/vehicles_vfx/
47784
Don't save replicated convars on the client
Fix toggle buttons always showing "OFF" even when they're on
Phrases
/main/
47785
Fix downloading models from the item editor when there's multiple models
/main/
47786
CCTV effects
/main/
47788
improvements and bugfixes for computerstation
/main/
47790
Refactored auto turret instrument implementation so Instruments use ServerUse instead of a custom method
Removed multiple casts in OnKilled
/main/
47791
CCTV Camera volume and socket tweaks
/main/
47792
proper rotation for computer station
/main/
47793
This commit was hidden by Facepunch.
cctv clamp to 160
/main/
47795
Instrument turret NRE fix
/main/
47796
Rebaked rock formations
Added data maps
Optimized geometry
/main/hdrp/
47797
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Cache MainCamera.mainCamera.transform (mostly cleanup, but tiny optimization too)
/main/maincamera-transform-cache/
47803
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Vehicle physics updates, support for modifying acceleration via force curve
/main/vehicles/CarPhysicsChanges/
47805
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Minor text edit
/main/vehicles/CarPhysicsChanges/
47810
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Steamworks Update
Fixed steamnetdebug not working on client
/main/
47817
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Update to the benchmark scene
/main/terrain_benchmark/
47824
Fixed Startup exception
/main/
47825
Merge terrain_benchmark
/main/
47829
Fixed item name not visible in other languages
More Localization Fixes
/main/
47833
Snow biome bushes and road grass
Fixed icebergs diffusion profile, added a thin ice diffusion profile for thinner objects
/main/hdrp/
47835
Forest topology test for archipelago map
/main/hdrp/
47836
~ ProjectVersion.txt restore (seemingly accidentally committed in last phrases commit)
/main/
47837
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World_Setup_v3 river and road meshes paths
/main/hdrp/
47839
This commit was hidden by Facepunch.
Added snow grass diffusion profile to the HDRP asset
/main/hdrp/
47844
Moving stuff that's needlessly using MainCamera.Distance to MainCamera.SqrDistance
/main/maincamera_sqrdist/
47846
AmbienceEmitter using SqrDist
/main/maincamera_sqrdist/
47851
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Added utility to detect uppercases in prefab names.
/main/lowercase_prefabs/
47854
~fixed computerstation rotation issues
/main/
47856
~lowered cctv health
/main/
47858
This commit was hidden by Facepunch.
Merge from terrian_benchmark
/main/
47863
~delete RC bookmarks functionality
/main/
47864
Friction and drive force edits
/main/vehicles/CarPhysicsChanges/
47865
Merge back from CarPhysicsChanges>Vehicles
/main/vehicles/
47866
This commit was hidden by Facepunch.
~Merge from Main -> Vehicles. Protocol++.
/main/vehicles/
47868
Manifest rebuild after merge.
/main/vehicles/
47869
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Move GroundQuality definitions, plus extras
/main/vehicles/
47873
This commit was hidden by Facepunch.
~ProjectSettings fix
/main/vehicles/
47875
Refactor terrain quality states into objects (basically GoF State pattern)
/main/vehicles/
47876
Test map edit + tweaks to grip settings
/main/vehicles/
47877
Fix cambone command throwing exceptions
/main/
47878
Fixed debug camera input being processed while player is unfrozen
/main/
47879
Surface trail & spin effects
/main/vehicles/vehicles_vfx/
47880
Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
/main/vehicles/
47881
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Engine item work
/main/vehicles/
47886
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Implemented all wheel/terrain effects onto the chassis types
/main/vehicles/vehicles_vfx/
47889
Update debug camera from cinematic branch
/main/
47890
More engine internals work
/main/vehicles/
47891
Merge from cinematic_branch (demo file writing changes)
/main/
47893
Fix up modules after merge
/main/vehicles/
47896
further refactor/simplify/optimise
/main/farming2/serial/
47907
static camera loading fix
/main/
47910
Reapplying 2019.3
/main/unity_2019.3/
47914
CCTV camera volume tweaks
CCTV camera desc update
/main/
47919
More cleanup/removal of old stuff.
/main/farming2/serial/
47920
Craters - latest terrain build
Latest terrain build improves forests shape/size and frequency, forests grow closer to cliffs and are less likely to remain empty. Improvement to seabed and marine topologies
/main/hdrp/
47922
Merge from main
/main/comp/
47924
seat eye angle fixes
/main/
47927
Unfinished experiment with splitting conditional class definitions
/main/vehicles/ConditionalsExperiment/
47931
increased cctv culling range
/main/
47932
Some changes to conditionals
/main/vehicles/
47933
Updated hdrp/custom/lit shader set to 7.2.0
/main/hdrp/
47935
Fixed foliage motion blur
/main/hdrp/
47937
~ 2019.3.3f1
/main/unity_2019.3/
47943
World_setup_v3 tinkering
/main/hdrp/
47944
Fixed the stuff I broke yesterday
/main/farming2/serial/
47945
removed arctic rock formation prefab overides (was using incorrect settings)
fixed lighthouse and harbors not spawning on new maps
/main/hdrp/
47948
ParticleSystemIK 2019.3 fixes
/main/unity_2019.3/
47951
merge from main
/release/
47952
more cleanup
/main/farming2/serial/
47953
Removed IL2CPP Steam upload files (release server build)
/release/
47959
Reworked vehicle lighting
/main/vehicles/
47960
Merge from main
Fix camera guide color convar not using Color32
Add refresh button to demo browser
Add confirmation popup when deleting demo from browser
Convar to enable/disable 'lookat' mode when using debugcamera_unfreeze
/main/cinematic_tools/
47969
Deselect demo item when sorting
/main/cinematic_tools/
47970
Craters, Archipelago - latest terrain build
/main/hdrp/
47974
Allow player nametags to be visible in demos. By default nametags are turned off when playing demo.
/main/cinematic_tools/
47975
Supressed HDAdditionalLightData.LateUpdate for now (only required by lights that use Animator)
/main/hdrp/
47976
Tweaked quality settings
/main/hdrp/
47977
Merge refactor and optimisation branch to main farming2 branch
/main/farming2/
47981
Canyon - latest terrain build
/main/hdrp/
47982
missing file
/main/
47986
Merge from terrain_benchmark
/main/
47989
cctv access light
/main/
47990
added streamermode support for cameras
/main/
47991
Touching GameUI.Prefab
/main/
47992
Added planter_bottle mesh and materials
/main/farming2/
47993
~added additional CCTV cameras at oil rigs, removed airfield armory and rotated dome top camera away from loot
added cctv gibs
electrical item information panel
/main/
47996
Fixed foliage displacement
/main/hdrp/
48002
Remove that change, was meant to be on a different branch
/main/
48005
Restored color buffer format; need to wait until it's a custom frame setting
/main/hdrp/
48006
Fixed skin diffusion world-scale
/main/hdrp/
48007
Updated player preview
/main/hdrp/
48008
Added player.dismount command
Fixed player.mount sometimes mounting the client Mountable in the editor
/main/cinematic_tools/
48009
Fixed impostor motion blur
/main/hdrp/
48011
Reinstate effect emission overrides for front wheels
/main/vehicles/
48012
Add player.swapseat to swap the mounted seat of a specified player
/main/cinematic_tools/
48013
enable read / write on CCTV gibs (error fix)
/main/
48014
merge from main
/release/
48015
missed
/main/farming2/mm/
48018
Renaming variables on SelectedBlueprint in the hope that blueprint info will start working on the build
/main/
48020
Set all pfx LOD culling to dynamic. Basic trail and spin fx now working on cars.
/main/vehicles/
48023
Making RustText.SetText an override
RustText.SetText sets the text via text instead of calling base
/main/
48025
Just delete TMP_Text.SetText( * ) because it's junk
/main/
48030
merge from main
/release/
48031
WIP armored module
/main/vehicles/
48033
Merge from main
/main/Terrain instancing/
48035
Steam upload files
/main/unity_2019.3/
48042
Fixed yield display/pick discrepancy.
Show both actual current pick amount and current yield value on plant UI.
/main/farming2/
48044
much better planted bottle materials, set up refractive shader on it with correct sorting
/main/farming2/
48046
Updated ASE to 1.7.8.01
/main/hdrp/
48050
Fixed collider instantiate / enable performance issue
/main/unity_2019.3/
48051
cleaned up sprinkler materials a bit, less height and noise
/main/farming2/
48052
Fixed diffusion profile list on Hdrp.High
/main/hdrp/
48053
~ Marked several excavator meshes as readable since they are used on colliders with negative scale (should really be avoided, but since there are so few it doesn't matter too much)
/main/unity_2019.3/
48054
tweak driver position (seat and pedal positioning)
/main/vehicles/
48058
fix dashboard
/main/vehicles/
48060
merge from main
/release/
48062
Disregard line of sight checks when using player.mount command
/main/cinematic_tools/
48078
Remove temp code
/main/vehicles/
48083
Physics work, wheel spin adjustments, FX work
/main/vehicles/
48084
Reinstate map changes that got stomped in #48033
/main/vehicles/
48085
Added option to LODComponentParticleSystem to NOT automatically play the particle FX when coming into range, and set all wheel trail/spin effects to playOnShow= false. Default is true so as not to affect other existing objects.
/main/vehicles/
48087
Extra wheelspin for initial takeoff
/main/vehicles/
48088
Minor FX edit
/main/vehicles/
48089
Switch the expanded death screen stats to RustLayout instead of unity components
/main/ui_cleanup/
48090
Remove another layout controller and don't run a coroutine when opening the expanded life stats
/main/ui_cleanup/
48091
armored module, merged mesh/material
re exported lift texture
/main/vehicles/
48092
Fixed cargo ship still sometimes spawning too far away from world origin and killings its scientists
Added backwards compatibility for old custom map files
/main/
48093
Better handling of seed creation
/main/farming2/
48095
2019.3 perf fix
/main/hdrp/
48101
High-frequency water animation
/main/hdrp/
48110
Add genetics display to consumables information panel. Show if data available.
/main/farming2/
48112
merge from main
/release/
48117
Env parameters & sky stuff WIP
/main/hdrp/
48120
Oasis, Range, Hapis - latest terrain build
/main/hdrp/
48125
fixed some condition and missing physics material on modules
/main/vehicles/
48129
Renamed sun color to sun color temperature (kelvin) over time
Added sun intensity (lux) over time control
/main/hdrp/
48130
Sun value fix & more
/main/hdrp/
48131
More env tuning
/main/hdrp/
48132
update tire surface sounds
add some surface specific skid sounds
/main/vehicles/
48133
no IsOnRoad check when handling skid sounds for now
/main/vehicles/
48134
compile fix
/main/vehicles/
48135
armored module condition/ collider
/main/vehicles/
48136
Added a health InfoBar to plant UI, to make it more obvious when plants are dying.
/main/farming2/
48139
~ 2019.3.3f1 ProjectVersion.txt
/main/hdrp/
48140
Fix a few issues with PlayerState and MruDictionary
/main/
48141
Fixed sun intensity over time default values
Added space rotation
/main/hdrp/
48142
Decreased max planar reflection size to 1024 (saved some memory)
Increased sky reflection size to 512 (for celestial body baking)
Moved sun light specular highlight to sky reflection (same as main)
Increased ocean material smoothness
/main/hdrp/
48146
~Conditionals UI rename
/main/vehicles/
48148
Fixed issues with collider and particle conditionals
/main/vehicles/
48149
adding armored module LOD
/main/vehicles/
48150
setup LOD, added missing mesh to the modules LOD group
/main/vehicles/
48151
Restored sun spec; impact on other surfs too high
/main/hdrp/
48152
merge from main
/release/
48154
standardise seed/seedling collider sizes so that hover/interactions are consistent.
/main/farming2/
48155
Set corn, potatoes and pumpkins and compostable
/main/farming2/
48156
Add a dirty flag so player state doesn't always need to save for each player
/main/
48157
Merge from main
/main/comp/
48158
More env profile stuff
/main/hdrp/
48159
Client now getting terrain type from the PhysicMaterial [sic], which has the benefit of already having a standard getting that also gets the material of non-terrain objects being driven on. Material is now per wheel, so for skid sounds I'm just using the left front wheel. Added road skid sounds back in. Removed TerrainTypeMonitor. Also adjusted ground grip.
/main/vehicles/
48161
Physics adjustments
/main/vehicles/
48163
Now colour coding conditions by type in the editor UI
/main/vehicles/
48164
Allow assigning any type of renderer to the lightRenderer for vehicle lights
/main/vehicles/
48165
Fix broken headlights
/main/vehicles/
48166
split dashboard material, fixed weird texture glitch
/main/vehicles/
48168
set light materials, fixed dashboard rig
/main/vehicles/
48173
Added splat overlays to snow biome
Tweaked splat distance tiling
Tweaked splat heightmaps for better blending
Added snow pine saplings
Improved arctic pines
Improved arctic grass
Various small foliage tweaks
/main/hdrp/
48175
Show seed/produce gene string on icon hover.
/main/farming2/
48177
Merge from main
/main/Terrain instancing/
48179
Merge from main
/main/unity_2019.3/
48181
Pine billboards
/main/hdrp/
48182
Removed instancing convar
/main/Terrain instancing/
48184
Merge from terrain_instancing
/main/
48185
Merge from main
/main/foliagegrid_optimization/
48188
merge from terrain_instancing
/main/
48191
Merge from main
/main/foliagegrid_optimization/
48193
Enable instancing flag in TerrainMeta
/main/Terrain instancing/
48196
Merge from main
/main/
48197
Add new PlayerStates to the cache so they don't get lost forever
/main/
48201
RendererKey also takes the mesh into consideration
/main/rendererbatch_instancing/
48202
cherrypicking 48157 48201 48207
/release/
48208
Cherrypicking 48210 48209
/release/
48212
Fixed indirect transmittance scale
/main/hdrp/
48214
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
/main/vehicles/
48215
Compile fix
/main/vehicles/
48216
Added sky exposure control
/main/hdrp/
48218
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
/main/farming2/
48219
Pre code review cleanup
/main/farming2/
48221
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
/main/farming2/
48222
~Increase push flip force
/main/vehicles/
48223
Set up all exhaust effect code
/main/vehicles/
48224
~Adjusting effect settings
/main/vehicles/
48227
Merge from main
/main/posters/
48228
Merge from main/posters
/main/media_projects/
48229
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
/main/farming2/
48230
cherrypicking 48231
/release/
48232
cherrypicking 48235
/release/
48236
Tuning for sky dynamic exposure
/main/hdrp/
48244
Building blocks thatched walls thicker, wall blocks meshes triangle counts down 50-75% on LOD0
Atlas twig mat renders double sided
/main/building_blocks_2020/
48246
Terrain4 terrain overlay improvements
/main/hdrp/
48247
Swapped batching stuff out. Abandoning this, no motion vector support etc.
/main/rendererbatch_instancing/
48253
More curves and gradients
/main/hdrp/
48268
Merge from Main->Vehicles
/main/vehicles/
48269
Volume stuff
/main/hdrp/
48270
Iterating
/main/hdrp/
48272
Fixed water purifer missing references
Can now fill containers with salt water using player.fillwater by passing "salt" as an argument
/main/farming2/
48275
Unsaved
/main/farming2/
48276
Allow map UI to be viewed during demo playback
/main/cinematic_tools/
48277
Add ent_find_radius convar, gets a list of entity info in radius (only works in demo playback)
/main/cinematic_tools/
48278
Allow debug camera to lookat local player of demo recording
/main/cinematic_tools/
48279
Fill water loop based on player belt length and not hardcoded value
/main/farming2/
48280
Working on engine internal item stats
/main/vehicles/
48282
Make ent_find_radius find all entities, not just ones with colliders
/main/cinematic_tools/
48284
~Added note to recycler, comment only
/main/vehicles/
48285
Disabled being able to splash liquid on water barrels/containers to fill them up
/main/farming2/
48286
Add first person spectating of other players in demo playback
/main/cinematic_tools/
48287
Fixed being able to bypass gravity restrictions by chaining together IO entities
Gravity restriction now compares height to the closest RootEntity in the IO chain, rather than just the last connected entity
/main/farming2/
48288
Fixed another fluid IO connection issue
/main/farming2/
48289
Merge from unity_2019.3
/main/
48290
wip balancing.
added a comment linking to a new farming balance/stats spreadsheet.
/main/farming2/
48292
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
/main/vehicles/
48296
damage sounds set up on pfx prefabs
/main/vehicles/
48322
Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
/main/vehicles/
48323
player.mount now works for horses
/main/cinematic_tools/
48326
Rotate sprinkler mesh so hose point matches mesh
Added some profiler coverage to IO areas of interest
/main/farming2/
48327
Sprinkler decays every time it splashes
/main/farming2/
48328
Fixed foliage motion vectors
/main/hdrp/
48329
Simplify engine stats UI
/main/vehicles/
48332
Updated the crosshair gravity warning when connecting hoses to use the new Root check logic
Compile fixes
/main/farming2/
48333
Engine loot panel UI changes, show stats differently
/main/vehicles/
48334
Make sure the client updates chassis visuals at least once when they first see a vehicle
/main/vehicles/
48335
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
/main/vehicles/
48336
Fixed filter for drag-dropping engine items into engine slots
/main/vehicles/
48337
Working spiral stairs greybox for square and triangle blocks. Spiral stairs need two blocks to make one revolution, allowing half height.
Re-enabled stairs socket for spiral stairs to avoid plugging to walls and other sockets
Conditional models for spiral stairs landings
/main/building_blocks_2020/
48341
wip storing previous genes
/main/farming2/previous_genes/
48352
Floor half greybox/prefabs
Tweaks to spiral stairs greybox to align with floor.half
/main/building_blocks_2020/
48356
more
/main/farming2/previous_genes/
48358
Ice sheet material fixes
/main/hdrp/
48359
Manifest
/main/building_blocks_2020/
48362
Base & arctic biome volume stuff
/main/hdrp/
48365
Phrases
/main/building_blocks_2020/
48366
Added fog control over time of day
/main/hdrp/
48368
wip gene UI rework to allow showing previous genes
/main/farming2/previous_genes/
48374
Wording change on engine internals UI
/main/vehicles/
48378
Added proper LODs to all foliage_v3 ground plants
/main/hdrp/
48379
Biome grading WIP & fog minimums
/main/hdrp/
48380
Fixed server compile
/main/hdrp/
48381
Added inventory stats UI for engine internal items. Simplified engine item code in general.
/main/vehicles/
48384
Refactor, sync engine storage data to the client
/main/vehicles/
48385
Modified vehicle performance formula
/main/vehicles/
48388
Include item condition in engine performance calculation
/main/vehicles/
48390
Different formula for engine item condition to better follow spec. Ignore health, but count as 0 effect if broken.
/main/vehicles/
48391
Adding half ramp block greybox models and prefabs
/main/building_blocks_2020/
48392
Fixed an issue with crossbreeding.
/main/farming2/previous_genes/
48393
~ 2019.3.5f1
/main/
48403
Manifest
/main/building_blocks_2020/
48410
Phrases
/main/building_blocks_2020/
48412
Working stuff out...
/main/hlod_component/
48428
Enabled read-write on ground plant models
/main/hdrp/
48430
Remove name from entity info
/main/comp/
48432
UI tweaks
/main/farming2/previous_genes/
48433
merge stuff
/main/farming2/mm3/
48434
more
/main/farming2/mm3/
48435
adding modules/lift gibs models
/main/vehicles/
48436
more progress on current/previous gene link UI
/main/farming2/previous_genes/
48437
more UI progress
/main/farming2/previous_genes/
48438
Revert back to sun+flares in sky refl bake (but keep spec)
/main/hdrp/
48439
checking in working gene links before I clean up the code
/main/farming2/previous_genes/
48440
merge previous_genes branch to main farming2 branch now it all works
/main/farming2/
48442
gibs materials
/main/vehicles/
48443
Gene UI tweak
/main/farming2/
48444
Reduce water requirement gene effect
/main/farming2/
48447
consumable + seed info panel gene UI fixes
/main/farming2/
48452
Increased max fog distance to prevent horizon seam at high altitude
/main/hdrp/
48453
Crossbreeding weight adjustments
/main/farming2/
48454
Pumpkin balance tweak.
/main/farming2/
48455
More template management
Ocean shader and material updates
/main/hdrp/
48456
Stage duration tweaks
/main/farming2/
48457
Armoured cockpit basics set up
/main/vehicles/
48458
Set up code for bad engine performance audio loop
/main/vehicles/
48459
Adjust 1mod engine open interaction
/main/vehicles/
48460
Adjust 1mod cockpit engine interaction
/main/vehicles/
48461
Sliding armoured windows can be opened and closed via interaction
/main/vehicles/
48462
New modular car presets using the armoured module
/main/vehicles/
48463
Engine FX and sound code work
/main/vehicles/
48464
cherrypicking 48404 48467
/release/
48471
Reverting scene change
/main/hlod_component/
48474
test
/main/farming2/mm5/
48476
merge from 47543
/main/farming2/mm5/
48477
merge from 47740
/main/farming2/mm5/
48480
Progress...
/main/hlod_component/
48488
Cliffs temperate and arid prefabs refined anchors
/main/hdrp/
48490
merge from 47996
/main/farming2/mm5/
48491
Fix IOEntity merge
/main/farming2/mm5/
48492
merge from 48105
/main/farming2/mm5/
48499
Initial frontend UI for demo recording
/main/cinematic_tools/
48504
~skin approval
/main/
48506
missed
/main/farming2/mmtest/
48508
add damaged engine loop sound
pitch damaged engine loop sound a bit with throttle
/main/vehicles/
48513
Added additional shopfronts to bandit town
Added vending machines to compound
/main/monument_vendors/
48514
Fixed fluid entities sometimes not turning off when connections were destroyed
Fixed an NRE when making connections to fluid entities with more than one output
/main/farming2/mmtest/
48515
Testing physical based sky optimization (smaller lookup tables)
/main/hdrp/
48516
Adjust engine "bad performance" threshold for audio
/main/vehicles/
48518
Armoured module windows can now be operated independently
/main/vehicles/
48519
Better system for moving sliding windows, doesn't glitch out if reversing the direction during a move.
/main/vehicles/
48520
Stop vehicles rolling forever if they have no engine
/main/vehicles/
48521
Shrinking repel force area so player doesn't get bumped when interacting with unused areas of chassis
/main/vehicles/
48522
Triangle ladder hatch models and prefabs
/main/building_blocks_2020/
48526
Manifest
/main/building_blocks_2020/
48528
merge from main
/main/farming2/mmtest/
48530
Merge from main
/main/asset_bundles_5/
48532
~ Client compile fix
/main/
48536
~ tweaked windmill_vane culling distance
/main/
48537
Added basic baking functionality
/main/hlod_component/
48550
updated dashboard
/main/vehicles/
48551
Remove unused stringbuilder
/main/farming2/mmtest/
48553
in-place array sort, simplified an as check.
/main/farming2/mmtest/
48559
Phrases
/main/building_blocks_2020/
48561
Replaced vending machines garage doors
Fixed UV warping on garage_door_large_a
/main/monument_vendors/
48569
fix
/main/farming2/mmtest/
48571
merge the merge test branch (mmtest) back to farming2
/main/farming2/
48572
Add _EmissionColor to instanced shader properties list.
/main/vehicles/
48573
armored window shutter sounds
/main/vehicles/
48575
Respect IO backtracking convar in Sprinkler and LiquidContainer
/main/farming2/
48577
Fixed deferred mesh decals premultiply mode
/main/
48582
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
/main/farming2/
48584
Made PushLiquid respect backtracking convar
/main/farming2/
48585
Manually fixed some merge issues in IOEntity
/main/farming2/
48586
Added functional Check Engine light. Some refactoring and performance improvement on engine code.
/main/vehicles/
48587
Test map vehicle edit
/main/vehicles/
48588
Test map vehicle edit
/main/vehicles/
48590
Engine internal items now take damage along with the module itself
/main/vehicles/
48591
Triangle frame block art (models/gibs/col for all tiers)
/main/building_blocks_2020/
48595
merge from main
/main/farming2/
48597
Avoid an unnecessary network update when loading from a save.
/main/farming2/
48599
Removed a redundant quality calc when loading from saves
/main/farming2/
48604
Revert the in-place sort change because I remembered the original order is important
/main/farming2/
48612
Added packages
/main/hlod_component/
48627
Test to reduce number of bundles that contain per-platform assets (shaders, really)
/main/asset_bundles_5/
48630
Use t:Model instead of t:Mesh
/main/asset_bundles_5/
48631
Adjust engine internal item damage calculation
/main/vehicles/
48641
Give higher tier engine parts a higher max condition
/main/vehicles/
48642
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
/main/vehicles/
48643
Match engine item tier to workbench level
/main/vehicles/
48644
Dead pine trees / Arctic variants
/main/hdrp/
48645
Correctly refresh engine performance when internal items break
/main/vehicles/
48646
Adjust initial condition of engine parts. Now 25-75% per spec.
/main/vehicles/
48647
Engines spawn in with some (generally low quality) internal items already in place.
/main/vehicles/
48652
Magnet snap zone minor edits
/main/vehicles/
48653
Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
/main/vehicles/
48655
Fixed Drive buttons in workshop model download UI not working
/main/
48659
Fixed spike trap placement issues after Unity 2019.3 update
Spike trap decays faster outside building privilege
Spike trap stackable (10) inline with other defence deployables
Spike trap can be repaired
Spike trap crafting time reduced
Spike trap no longer damages the player standing 1m away
/main/
48660
Fixed large water catcher placement issues after 2019.3 update
/main/
48661
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
/main/vehicles/
48662
Rename VehicleTerrainDamage to VehicleTerrainHandler
/main/vehicles/
48665
merge from /rFixes
/main/
48666
Subtracting 48101 (2019.3 perf fix) as a test to verify we are back to baseline perf without it
/main/hdrp/
48668
Subtracting 48664
/main/
48671
Reapplying 43422 (async prefab preload, test to see if related crashes are fixed on 2019.3)
/main/
48674
Conversion utilities
/main/hlod_component/
48675
Repplying 48101 (2019.3 perf fix)
/main/hdrp/
48676
HLOD setup after conversion
/main/hlod_component/
48690
Merge from main
/main/asset_bundles_5/
48691
merge from main
/main/farming2/
48694
Client fix
/main/farming2/
48698
Potato balance
/main/farming2/
48700
Potato guide mesh
/main/farming2/
48701
Another attempt at bundle build time optimization
/main/
48703
Integrating baked meshes into the HLOD system
/main/hlod_component/
48709
Don't show electric plug info when using hose tool and vice versa
/main/farming2/
48710
Increased water barrel output flow to 12
/main/farming2/
48712
Added support for reduced grip on icy ground
/main/vehicles/
48718
Adjust seating eye position forward a little
/main/vehicles/
48721
~Rearranged a couple of methods in preparation for future work
/main/vehicles/
48730
Finish demo recorder frontend, record time elapsed, saved notification
/main/cinematic_tools/
48732
Disabled incremental GC on Mac / Linux builds to be safe (seems to be buggy on 2019.3)
/main/
48737
Added AlwaysShowCrossHair() to BaseEntity, if true the crosshair will appear even if there are no menu items or interactions for the entity. (unlike the existing NeedsCrosshair()). Enabled it for growables.
/main/farming2/
48738
Hide recorder with demo.togglehud
/main/cinematic_tools/
48739
Fixed specular issues on the water desalinator (only took 2 years)
/main/
48740
plant tick rate is now a replicated var.
show plant water intake rate as "x per x sec"
/main/farming2/
48743
Merge from main
/main/comp/
48746
adding component world model
/main/vehicles/
48752
increased water barrel max output flow back to 12
/main/farming2/
48755
~skin approval
/main/
48757
Biome volume profile changes
/main/hdrp/
48758
Remake the smart switch entity with receiver and icon
/main/comp/
48761
adding component LOD
/main/vehicles/
48763
Merge from main
/main/comp/
48764
Update menu panel to use Rust.UI, hook it up on the main menu
/main/comp/
48767
Hide the setup menu unless a convar is set (default off)
/main/comp/
48768
Merge from Main->Vehicles. Version upgrade to 2019.3.5f1
/main/vehicles/
48772
Arid biome profile
/main/hdrp/
48775
Fix top speed bugs with reverse gear
/main/vehicles/
48777
~Minor physics code edit
/main/vehicles/
48778
Merge from main
/main/voiceprops/
48779
~Decrease brake force multiplier from 1100 to 900
/main/vehicles/
48780
~-Since brake force is always faster at stopping a vehicle than counter-to-speed-direction throttle force, use brakes when pressing forward during reverse speed.
- Reduce brake force multiplier again to 750.
/main/vehicles/
48782
Adjust item tier performance values
/main/vehicles/
48783
Twig tier new blocks, includes models/gibs/col/prefabs setup
/main/building_blocks_2020/
48791
setting up component wold models
/main/vehicles/
48804
merge from main
/main/farming2/
48806
merge into main
/main/
48811
updated new vendors
/main/
48820
Debug log removal
/main/rpc_limiting/
48822
~ Network++ Save++
/main/
48825
merge from farming2
/main/
48831
Fix dung rate
/main/farming2/
48833
Don't show plant info UI if holding an item classed as hostile
/main/farming2/
48834
Increased composter cull distance
/main/farming2/
48835
merge from main
/main/farming2/
48836
Set the fertilizer item world model to the default.
/main/farming2/
48837
No longer encode genes to seeds or produce.
/main/farming2/
48838
Switched to new crossbreed effect.
/main/farming2/
48840
Repositioned fluid outputs on large and small water catchers
/main/farming2/
48841
Merge from Main->Vehicles.
Major merge conflict with ParticleSystemContainer where Jarryd and I had both made similar changes to stop it generally being slow and generating garbage. His version is safer as it doesn't "fix" existing prefabs using it but only ones that set a particular flag. Since there are almost 100 prefabs using it now, I've taken his safer option and enabled the new precached flag on my prefabs that use it.
/main/vehicles/
48842
Fixed fluid switch draining water when nothing is plugged into it's output
/main/farming2/
48843
Fixed not being able to input power into the pump slot on the fluid switch
/main/farming2/
48846
Sprinkler now distributes water more evenly among nearby splashable objects
Doubled water output on sprinkler to compensate
/main/farming2/
48847
Disable the engine exhaust shimmer effect
/main/vehicles/
48849
Test map terrain
/main/vehicles/
48850
Update menu UI to use designs from Lewis
/main/comp/
48852
Fix non localized entity name displaying on water purifier while hose is equipped
/main/farming2/
48853
Cleaned up the export routine a bit. Still a lot slowed than it needs to be but good enough.
/main/hlod_component/
48856
Fixed bota bag being held in third person with an offset
/main/farming2/
48858
Fixed tap collider on water barrel not lining up with tap
/main/farming2/
48859
merge from farming2
/main/
48860
Fixed IndexOutOfRangeException when loading save (from main/monument_vendors merge, this needs looking at because two vendors don't seem to have a valid NPCVendingOrder - is this intentional?)
/main/
48861
Uniformed small and large water catcher baseprotection
Water catchers have slightly more health
/main/farming2/
48865
fixed composter bounds and volumes
/main/farming2/
48866
Fix divide by zero exception
/main/farming2/
48868
Fixed fluid switch recessed when deployabled
fixed fluid switch been destroyed after upgrading construction
/main/farming2/
48869
merge from cinematic_tools
/main/moviemaker/
48870
Add MovieMaker and VideoOut plugins
/main/moviemaker/
48871
Fix most compile errors in Rust.MovieMaker plugin
/main/moviemaker/
48872
~ ignore.conf
/main/
48875
merge from farming2
/main/
48880
Reduced tri-count on sprinkler gibs
/main/farming2/
48881
wip smart receiver animation
/main/comp/
48882
Fix icons compile errors
/main/moviemaker/
48883
smart receiver animation transitions
/main/comp/
48885
~ Subtracting 48875 (ignore.conf)
/main/
48887
new vending machine fixes
/main/
48889
Generating an alpha cutout mask which removed a lot of artifacts.
/main/hlod_component/
48899
Tundra biome settings.
Small tweaks on arctic.
/main/hdrp/
48900
Arctic biome progress
New snow bushes
Rebaked snow pine billboards
Added tundra grass to arctic
Various tweaks to decor_v3 prefab
Added small rock formations to arctic WIP
Updated world setup prefabs
Other various tweaks
/main/hdrp/
48901
Fixed water requirement displaying as power in the IO entity information panel
/main/farming2/
48902
Added grass displacement to planter boxes
/main/farming2/
48907
Remove art on server for composter
Add grass displacement volume
/main/farming2/
48908
Merge from main
/main/posters/
48909
Fix UI info on the power sockets on the fluid switch displaying the incoming water as power
/main/farming2/
48911
wip cloning
/main/farming2/cloning/
48916
more
/main/farming2/cloning/
48917
fixed sprinkler anim final frames so they loop properly
/main/farming2/
48921
Changed menu option order for cloning
/main/farming2/cloning/
48922
Merge from main
/main/hlod_component/
48924
merge from main
/main/farming2/
48926
merge from farming2
/main/farming2/cloning/
48928
new base save
/main/farming2/cloning/
48929
save
/main/farming2/cloning/
48932
merge from cloning
/main/farming2/
48936
Lowered water intake amounts
/main/farming2/
48945
vendor update
rugs cost 25 cloth instead of 100
/main/
48946
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
/main/vehicles/
48953
Still some slight movement, so increase extra ticks to three
/main/vehicles/
48954
Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
/main/vehicles/
48958
Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
/main/vehicles/
48960
Added grass displacement to various deployable items
/main/grass_displacements/
48963
Cull sprinkler animator completely
/main/farming2/
48964
Fixed not being able to store salt water in water barrels (was an unintended regression)
Can now store salt water in water barrels but it won't count as "fuel" and cannot power sprinklers
/main/farming2/
48965
Highlight vehicle modules with the hammer in the same way that building components are highlighted
/main/vehicles/
48966
Remaining biome volume stuff & TOD exposure iterations
/main/hdrp/
48967
Disable shadow casting on hose line renderer, seems to fix the flickering issue when particles are on screen
/main/farming2/
48968
merge from farming2
/main/
48970
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
/main/vehicles/
48971
Planters are now stackable (10)
Fixed small planter repair cost
/main/farming2/
48972
Merge from main
/main/comp/
48976
Update map note handling
/main/comp/
48977
Don't show team leader's death marker to everyone
/main/comp/
48978
Codegen
/main/comp/
48979
Refresh setup menu when connecting/disconnecting
/main/comp/
48980
Stone tier new blocks, includes models/gibs/col
/main/building_blocks_2020/
48982
Storing models used to make better use of UV space.
/main/hlod_component/
48987
~skin approval
/main/
48991
~Increase engine drive power a little
/main/vehicles/
48993
Fixed water catcher losing fresh water if connected to a water barrel filled with salt water
/main/farming2/
48994
~Increase push rotation force
/main/vehicles/
48995
Better flattening...
/main/hlod_component/
48997
Fixed code not getting run when on the lift, meaning engine icons didn't always show as locked when containing items
/main/vehicles/
48998
Fixed animated direction effect on wires showing while hose tool is equipped and vice versa
/main/farming2/
48999
Check IO ent of a wire exists
/main/farming2/
49000
Refresh performance stats properly with engine inventory changes, and general code cleanup
/main/vehicles/
49001
Move sprinkler audio source closer to the particle effect source (fixes audio from sprinklers mounted to ceilings getting occluded)
/main/farming2/
49003
Remove unused code in VehicleTerrainHandler
/main/vehicles/
49007
Engine part world model changes
/main/vehicles/
49008
Tidied up debug stuff
/main/hlod_component/
49010
added gibs models for smart alarm and receiver
/main/comp/
49022
Hook up the new art to the smart alarm prefab
Allow anyone to edit the message when there's no TC
Fix cancel button doing nothing on the message setup screen
/main/comp/
49026
Smart switch receiver lights hooked up
/main/comp/
49029
added smart_receiver on idle, and no power anims, set up anim controller
/main/comp/
49036
smart alarm anim controller setup, looping on, off, nopower
/main/comp/
49039
vehicle sound additions and polish
/main/vehicles/
49043
Merge from farming2
/main/
49046
Fixed death marker not updating position
/main/
49047
merge from main
/main/farming2/
49050
made a bunch more items compostable
/main/farming2/
49051
Hooking up more smart switch animation stuff, don't allow interactions without power
/main/comp/
49052
Hook up smart alarm animator
/main/comp/
49053
Localization for the smart alarm default notification text
/main/comp/
49057
Increased max shadow requests
Fixed LightLOD not disabling hd shadows
/main/hdrp/
49058
Tweaked shadow cascades to improve shadow quality
/main/hdrp/
49059
More shadow tweaks
/main/hdrp/
49060
Redo the setup notification dialog using Rust.UI (will need some polish)
/main/comp/
49062
Merge from main
/main/comp/
49064
Small cleanup, fix client compile, revert convar default value change
/main/comp/
49065
Hide the new badge over the main menu option after successfully pairing once
/main/comp/
49066
Add a Water In slot to the small and large water catcher, allows daisy chaining multiple water catchers to deposit into a single barrel
/main/farming2/
49067
buff plant resliences
/main/farming2/
49068
Smart switch and alarm icons
Some small code adjustments
/main/comp/
49069
Add a button to resend the pairing notification (saves a click)
Remove the console commands to enable/disable permission for a server (the menu is used instead)
/main/comp/
49070
Add a cooldown on the resend button so it can't be spam clicked
/main/comp/
49071
Forward pairing errors to the client so appropriate error messages can be displayed
/main/comp/
49072
Merge from farming2
/main/
49075
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
/main/vehicles/
49077
~Minor edits to engine item spawns
/main/vehicles/
49078
Increase engine low performance threshold to 45%
/main/vehicles/
49079
Reduce MIN_PERFORMANCE_FRACTION to 0.15
/main/vehicles/
49080
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
/main/vehicles/
49081
Fixed Rust/Standard-Blend4Way shader set running out of samplers
/main/vtest/
49083
Vehicle module repair highlight effect no longer looks horrendous.
/main/vehicles/
49084
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
/main/vehicles/
49085
Scene backup
/main/media_projects/
49086
Turn off additional vehicle lift functions if the lift has no power
/main/vehicles/
49088
Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
/main/vehicles/
49089
Don't process drain further if we hit some water storage while calculating drain (becomes way too complicated)
Fixed autofill not processing gravity restrictions in some cases
Enable autofill on barrels
/main/farming2/
49090
Merge from farming2
/main/
49091
Merge from farming2
/main/
49094
Tweaked placement of fluid splitter mesh
Adjusted IO handle positions accordingly
/main/farming2/
49096
Tweaked handle points of Fluid Switch
/main/farming2/
49097
merge from building blocks 2020
/main/vehicles/vehicles_ramp_test/
49099
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
/main/hdrp/
49100
Clone balance
/main/farming2/
49102
moved airfield CCTV camera so it's not over looking recycler
/main/
49103
Slightly reduced sprinkler collision so it's easier to walk under/over
/main/farming2/
49105
reduced sprinklers bounds
/main/farming2/
49106
Dropped items with genetics now only combine if they have matching genetics
/main/farming2/
49107
Fixed navmesh_2 layer mask adjustment (broke certain monument navmeshes)
/main/
49109
Hardiness gene now also contributes to water condition
/main/farming2/
49113
Added useMinimumPlantCondition server convar to toggle overall quality calculation method
/main/farming2/
49115
merge from farming2
/main/
49116
cherrypicking 49108
/main/vehicles/vehicles_ramp_test/
49117
Standardised autofill amounts with max flow amounts displayed in UI on water catchers and the water barrel (just made the variables the same, safer than actual code changes)
/main/farming2/
49119
Added nonPlanterDeathChancePerTick server convar to give plants not planted in a planter a chance to die each tick.
/main/farming2/
49124
Renamed fluid switch to indicate it's also a pump
/main/farming2/
49125
Increased dung rate to 3 DPH
/main/farming2/
49126
Delete duplicate composter icon
/main/farming2/
49129
Halved water intakes
/main/farming2/
49133
merge from farming2
/main/
49135
slightly increased landmine bounds
landmines prevent building in a larger radius
horses now trigger landmines
/main/
49138
Composter tick rate is now 5 minutes instead of 15
/main/farming2/
49139
bandit produce exchange now buys trout
adjusted compost amounts of human meat
/main/
49140
restore testridablehorse after conflict and reapply Helks changes
/main/
49141
merge from main
/main/farming2/
49142
Sprinklers no longer decay while in use
/main/farming2/
49143
Water purifier processes water twice as fast
Water purifier holds a lot more water
/main/
49144
fix waterbucket
/main/
49148
keylocks stackable (10)
/main/
49149
tweak bumper size, fix uv on armored module
/main/vehicles/
49151
Fixed a gravity check that was still using the entity position and not the handle position (this fixes being able to flow water from a catcher to a barrel at the same floor height, the catcher must now be at a higher position)
Fixed liquid containers being able to treat themselves as a gravity source
/main/farming2/
49152
Fixed electrical wires plugged into a fluid switch being highlighted/animated when holding a hose
/main/farming2/
49153
more tweak on front bumper
/main/vehicles/
49155
Fix switches not applying pump effect (they still need to treat themselves as their own gravity source while powered)
/main/farming2/
49156
Revert wheels to 100% size, lower axle height further instead.
/main/vehicles/
49157
lowering fuel tank/col
/main/vehicles/
49158
re attaching chassis suspension
fix engine bumper collider condition
adjusted bumpers collision size
/main/vehicles/
49161
Doubled autofill amount (it ticks every 2 seconds, so it needs to be x2 the max flow amount displayed in UI)
Fixed another case where pump switches wouldn't disregard gravity
Rework drain calculation for Liquid Containers, the old system drained too much water when using splitters
Fixed splitters draining water
/main/farming2/
49163
Change collider conditionals to work the same way as SetActive does on standard GameObject conditionals
/main/vehicles/
49164
Make conditional setting more efficient, only set if things have changed from last time
/main/vehicles/
49166
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
/main/vehicles/
49167
Subtract bumper collider change
/main/vehicles/
49168
Increase water per splash from sprinklers from 20 -> 30
/main/farming2/
49171
Anti-roll reduced to 15%
/main/vehicles/
49173
Fix direct connections from water source to sprinkler (regression introduced today)
/main/farming2/
49174
merge from farming2
/main/
49176
NRE fix
/main/hdrp/
49178
fixed chassis attachment, tweak colliders
fixed engine conditional
/main/vehicles/
49182
Remade twig/wood/stone tier ramps to conform to new metrics
/main/building_blocks_2020/
49183
Balance
/main/farming2/
49188
Death chance balance
/main/farming2/
49189
merge from farming2
/main/
49190
Engine item refresh
/main/vehicles/
49198
Untoggled shadows in firefly prefab
/main/hdrp/
49200
Merge from main
/main/farming2/
49201
Replaced LightLOD on fireflies
/main/hdrp/
49202
Enabled forward pass on Terrain, Foliage and FoliageBillboard shaders
/main/hdrp/
49203
Merge from Main->Vehicles
/main/vehicles/
49204
Merge from farming2
/main/
49207
Rename ContainerIOEntity Menu_Occpued to Menu_Occupied. Rename StorageContainer Menu_Occpued to Menu_Occupied.
/main/vehicles/
49208
tweak engine module collision
/main/vehicles/
49209
Default the history server list to sort by last played (descending)
/main/
49210
Tidy up supported passes on terrain shader a bit more
/main/hdrp/
49212
Fixed static water catcher not using correct loot panel
/main/farming2/
49213
More static water catcher fixes, fixed version in compound prefab
/main/farming2/
49214
fix normal on front bumper
/main/vehicles/
49215
IOEntity liquid basics for fuel tanker module. Still need to handle movement.
/main/vehicles/
49216
fix waterbucket worldmodel orientation, tweak to reduce clipping
/main/
49217
Change update to FixedUpdate
/main/vehicles/
49219
tweak waterbucket material
/main/
49220
More efficient position check
/main/vehicles/
49221
fixed deploy waterbucket 1st anim frame
/main/
49222
Vehicle storage container handling work. Expand IItemContainerEntity interface.
/main/vehicles/
49223
Merge from farming2
/main/
49228
Metal tier new blocks, includes models/gibs/col
/main/building_blocks_2020/
49242
smart alarm on and off idles
/main/comp/
49244
sped up anim exit time on smart alarm off to on
/main/comp/
49247
potential NRE fix
/main/farming2/
49251
Bench Forward-only mode
/main/hdrp/
49253
merge from farming2
/main/
49255
Bench 32bpc backbuffer (breaks playerpreview alpha; just testing)
/main/hdrp/
49258
Cherry picked 46661 from main: fixed missing references for skin
/main/hdrp/
49259
Merge from farming 2
/main/
49261
Wire tool now ignores prevent building volume on modular cars. New IgnoreWireCheck tag.
/main/vehicles/
49262
merge from farming 2
/main/
49264
Merge from Main -> Vehicles, get the latest fluid I/O code
/main/vehicles/
49266
Increase water tank input/output rate
/main/vehicles/
49268
Farming menu background video
/main/
49270
Cheating a little with colliders to give us more ground clearance
/main/vehicles/
49272
merge from main
/release/
49279
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
/main/vehicles/
49284
Subtracted 49258
/main/hdrp/
49298
Storage mass adjust experiment
/main/vehicles/StorageMassAdjust/
49304
Bench depth-only test
/main/hdrp/
49306
Added texture streaming controllers
/main/hdrp/
49307
'_collider' var on BaseCombatEntity was no longer used anywhere. Removing it.
/main/vehicles/
49310
Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
/main/farming2/
49313
Muzzleflash fixes.
PFX scene backup.
/main/hdrp/
49324
Fixed bradley cover wrap and ch47 errors on custom maps
/main/
49327
Fixed tarp_bradley RW errors
/main/
49328
~skin approval
/main/
49337
Water replacement (wip)
/main/hdrp/
49339
Subtracted 49306
/main/hdrp/
49340
Touched some skinned mesh materials (motion vectors in 7.2)
/main/hdrp/
49342
horses no longer targeted by turrets
/main/
49344
merge from main
/main/farming2/
49345
Don't allow handle to be pulled if UI is open
/main/slots/
49348
Take scrap from inventory to allow spin, don't allow if player doesn't have enough scrap
/main/slots/
49349
Add a few random payout info entries to test
/main/slots/
49350
Award winning player with payout at end of spin if results match
/main/slots/
49352
Implement slot machine entity save/load
/main/slots/
49353
merge from farming2
/main/
49354
Updating building_parts_atlas to reflect latest textures used on LOD0
/main/building_blocks_2020/
49355
Forgot to edit metal tier foundation.steps, here it is
/main/building_blocks_2020/
49356
cleanup
/main/building_blocks_2020/
49358
Fixed "Extra 2" outpost vending machine resetting back to weapons list when server crashes
Compound S2P
added Farming vm prefab
/main/
49359
merge from farming2
/main/
49361
building blocks prefabs setup for half.floor/spiral.stairs/spiral.triangle/stairs/ramps
various models fixes, new ramps condition tests
/main/building_blocks_2020/
49362
Updated toptier foundation.steps prefab to reflect new design
/main/building_blocks_2020/
49363
Updated Bandit_Farming sell order
/main/
49364
Added a new Water Pump deployable that is placed in salt or fresh water and produces water. Acts as a powered pump (like a switch) and can output water to a connected barrel/sprinkler/etc
Added support for sprinklers to spray the water type that is fed into them
/main/farming2/pump/
49365
Set different driving pose, added use of 'vehicleSteering' parameter. Adjust wheels to turn at the same visual rate as the steering wheel.
/main/vehicles/
49366
Fixed a case where a fluid switch wouldn't properly update it's outputs when connecting a power input to the pump slot while the switch was set to on
/main/farming2/
49367
Merge from farming2
/main/farming2/watercatchersupdated/
49368
Add explanatory comments to the ModularCarUpdate RPC input data
/main/vehicles/
49369
Remove unnecessary line
/main/vehicles/
49371
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.
/main/vehicles/
49372
Tweaked animator logic for fluid switch, will need revised animations before merge
/main/farming2/watercatchersupdated/
49373
Adjust centre of mass and anti-roll
/main/vehicles/
49374
tweak chassis suspension
/main/vehicles/
49375
Fix repel trigger height on 2module
/main/vehicles/
49377
Raise ride height on vehicle lift
/main/vehicles/
49378
Exhaust was backfiring too much, adjust values at good engine health
/main/vehicles/
49379
Adjust storage drop point locations
/main/vehicles/
49380
Made the water pump require electrical input to run and moved it to the electrical category
/main/farming2/pump/
49381
fixed wonky structural look on the taller ramps (twig/wood)
/main/building_blocks_2020/
49382
Merge from main
/main/farming2/
49383
merge from main
/main/building_blocks_2020/
49384
Added ceilingLightGrowableRange and ceilingLightHeightOffset server convars
/main/farming2/
49385
Light values
/main/farming2/
49386
Added sprinklerRadius and sprinklerEyeHeightOffset server convars
/main/farming2/
49393
pivot alignment fix
/main/building_blocks_2020/
49397
Long overdue cleanup of building parts folder - removing unused files
/main/building_blocks_2020/
49400
merge from farming2
/main/
49402
Merge from main
/main/comp/
49403
Lowered optimal water saturation amount for planter boxes.
Moved optimal value to a server convar (optimalPlanterQualitySaturation)
/main/farming2/
49407
Fixed bypassing trainyard puzzle
Removed redundant prevent movement volume
trainyard S2P
/main/monument_bypass/
49410
Static Sam site can only now be damaged by projectiles and explosives
added SamStatic protection
/main/monument_bypass/
49413
Added and tweaked Launch Site SAM positions
LS S2P
/main/monument_bypass/
49415
Fixed water treatment plant puzzle bypass
Removed redundant prevent movement volumes (WT)
WT S2P
/main/monument_bypass/
49417
Fixed NREs on foliage v3
/main/hdrp/
49419
cherrypicking 49327 49328 49344 49351 49359 49364 49367
/release/
49422
Large oilrig hackable crate now behind red keycard
Removed all keycard spawners from large oilrig
/main/monument_bypass/
49423
Small oilrig S2P
Small oilrig hackable crate now behind red keycard
/main/monument_bypass/
49425
Fixed power plant puzzle bypass
PP S2P
Removed redundant prevent movement volumes (PP)
/main/monument_bypass/
49431
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
/main/
49432
Merge from farming2
/main/farming2/pump/
49433
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
/main/
49434
Merge from Main -> Vehicles
/main/vehicles/
49435
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
/main/farming2/pump/
49436
Remove log
/main/farming2/pump/
49437
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
/main/farming2/pump/
49438
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
/main/vehicles/IVehicleModuleComponent/
49439
Code review: Remove unused vars.
/main/vehicles/
49440
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
/main/farming2/pump/
49441
Reduce garbage gen in RefreshLODSets a little
/main/vehicles/
49442
Code review: Combine MaterialPropertyBlocks and make static.
/main/vehicles/
49443
Code review: Change shader property strings to IDs.
/main/vehicles/
49444
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
/main/farming2/pump/
49445
Some temp primitives
/main/farming2/pump/
49446
Branding update
/main/
49452
Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
/main/entity_hiding/
49456
Toning AO down on 'atlas_wood_stone_metal_ao' texture
Wood tier wall/half/third corner conditional meshes/colliders
Stone tier wall/half/third corner conditional meshes/colliders
/main/building_blocks_2020/
49465
Increased growth and yield gene effectiveness
eboot
Increased minimum temperature inside a planter box
eboot
Read animation scaling keys from fbx
Store components of bone transform so they can be interpolated easier
-lite
Serializer for animation data
-lite
Cliff/Rock decor prefab layer set to World
eboot
Add load time to assets
-lite
Fixed lit particle reverse fresnel opacity
eboot
mech laser visuals
Merge branch 'master' of SpaceUsurperUnity
fuse laser visuals
robo laser fix aim angle
laser lerps visual properties
r
Unity
Add stopwatch class
-lite
Store asset load time in nano seconds
-lite
Reapplied 47976 (HDAdditionalLightData optimization)
eboot
▇▍▇▍▄ ▇▇▆▌ ▌▋▅▆▌▄ ▌▍ ▉▋▄▇ ▍▋▊▄ ▍▅█▋▅ ▆▋█▉▊▍▋▇ ▅▌▇▉▋▋ ▉▇▍▉ █▊ █▄▊▊▆▇▆'▋ (▍▅▆▍█▋ ▉▄▊▊ ▅▅▄)
eboot
Properly reapplied 47976 (HDAdditionalLightData optimization)
eboot
cherrypicking 49615
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Utils to clear out stuff that isn't needed post conversion
eboot
Toolmenu quick filter now expands the categories
s Mod
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Tr
acker
▄▄▆_█▆██▋▋▇▍▊▄█▍▅▌▌▍▋▆▋▍▅▋█▅ ▋▊▌▌▉▆▋ ▅▆ ▉▅▇▋▋▉▋▉▆ ▉
s Mod
Added util.Base64Decode
s Mod
Fixed builds only failing if the last replay diverges
Log how many replays diverged
Merge remote-tracking branch 'origin/master'
r
Unity
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Performing conversion as part of SceneToPrefab
eboot
Enable sounds for all notifications except new blogs
Login page support for the browser modal
ionS
erver
Checkout with LFS -- should fix presskits
Web
new pixels for laser
ditor
Rename player channel
ionS
erver
Create notification channels for Android
ion_
react
Give the header back button a background when floating
Change zoom out clamp to avoid breaking the pan clamps
ion_
react
Simpler data structures
Basic rendering
Floor and ceiling meshing, texturing
Started on GrabZoom, currently axis aligned
derVR
Fix going back from the hub taking you to the authenticating page
Fix setting staying open after logging out and logging back in
ion_
react
Notification icon and Android task switcher color
ion_
react
GrabZoom rotation
Added StyledRects
Added a basic tool radial menu
derVR
Show a spinner when registering push notifications, error symbol if it fails
ion_
react
▌▍▅▅▍▇ ▅▆▌▊█ ▌▋▇▌ ▌▄█ █▆▉▌
Web
Fix notifications in standalone Android builds (adds expo.android.config.googleSignIn.apiKey)
Add some logging and better error reporting to notifications
ion_
react
~ Fix teleport2marker teleporting you to the bottom of the ocean
eboot
Fix teleport commands not working with sleepers
eboot
Disabled SRP batcher (perf test)
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Runtime ECS placement test.
eboot
Started work on a vertex editing tool
derVR
Add a convar to set the cooldown before a smart alarm can send another notification
Automatically remove subscribed players from smart alarms if they don't have building privilege anymore
eboot
Move animations and eye flicker to pose nodes
-lite
Add Util::RandomVector
-lite
Add PoseNode_Link to run nodes one after another (eye flicker ontop of anim sequence)
-lite
Add chain function forssetting pose node root result
-lite
Move material list to ObjectModelSkinned class. Model SubMeshInfo instead has a material index computed on model commit
-lite
Move pose nodes to their own file
-lite
Add bone name to index map to SkeletonReference
-lite
Rename StaticMesh shader to MeshSkinned. Add world transform to ObjectModelSkinned
-lite
Allow ObjectModelSkinned to hide mesh sections
-lite
Add skeleton instance override to allow a master pose (tshirt uses playermodel pose)
-lite
use unique_ptr for pose node list
Merge branch 'master' of rust-lite
-lite
Add Util::HashSeed, Util::HashCombine
-lite
Fix removing a device making the tab switch after
Version bump
Unregister the device when logging out (stops push notifications)
ion_
react
█▊▇ ▊▊▄▋▇▄▆ ▉▅▉▌▄▄ ▍▉▅ ▇▍▆▅▅▍▅▅ █▉█▋▍▉ + ▌▅▅▅ █▋ ▅▋█▇▇▌ █▄▆▇▇▆▉
rAna
lyzer
Set the first bone influence as identity matrix if the weight is zero in shader
-lite
Fixed hover logic, basic vertex selection + dragging
derVR
Fix unregisterDevice
Warm up and cool down the browser during login on Android
ion_
react
Try parenting l96 to hand
-lite
Try out BlurView for the transparent headers
ion_
react
Do some retry junk if Expo notifications fail because of mixed experience IDs (should only happen for developers)
ionS
erver
Refactor so notification code does logging properly
ionS
erver
cherrypicking 49622 49623
eboot
Update the language used in some of the older strings
eboot
Add an option to hide vending machine map markers
ion_
react
Only show queued players if the server is full
ion_
react
Simple error boundary to catch all React rendering errors
ion_
react
Refactored SetHovered / SetSelected
Added TextMeshPro resources
GrabZoom polish
Can now select / deselect multiple vertices by holding multiselect combo
derVR
Merge from Main->Vehicles
eboot
Code review: Changes to var
eboot
VertexEditTool refactor
Added AxisAlign button, now used in VertexEditTool
Updated README.md
derVR
Oops, updated README.md
derVR
Code review: Remove garbage gen in TryGetItem
eboot
Fixed axis aligned vertex dragging
Disabled DebugRenderSystem
First draft of vertex duplication
Trying out new GrabZoom controls
Updated README.md
derVR
Code review: doClippingCheck
eboot
Remove _lod postfix from mesh names on fbx import (saves having to apply materials for same mesh per lod)
-lite
▄▊▅▋█ ▄▉▇▄▄▆▍▄▇▌▄▄█▋▊▅ ▅▆▉▆▉▋▆▆▋▊ ▆▆█ ▉▅▄▋▌▌▅
eboot
Moved bandit town changes into prefabs to prevent issues with HDRP merge
eboot
Exporting prefabs, loading them in game properly
eboot
Exporting prefabs, loading them in game properly
eboot
Exporting prefabs, loading them in game properly
eboot
Exporting prefabs, loading them in game properly
eboot
Exporting prefabs, loading them in game properly
eboot
Exporting prefabs, loading them in game properly
eboot
▉▉▆█▌▊▌▌ █▅█▆▅▌▍ ▍▇▆▌ ▌▉▌▋▉▉█ ▇▅ ▄▅▋▄██▉▆ ▉▌▇ ▉█ ▍▋█▅'▅▅ ▋▍▌▇ ▋▊▇▊▊▌▊▌▇ ▇▋▌▆██ ▌▊▇▊▇█
rAna
lyzer
Added fogmaxdensity to sky_camera
s Mod
resource/localization loads from addons properly
s Mod
[D11] Fix for player not sending snapshots after force disconnect. In fact it fixes the logging, snapshots are still being sent.
eboot
use more reliable fallback system for localization
s Mod
Better floor / ceiling triangulation
Fixed typo in GrabZoom
When dragging vertices, show a widget at the start position
derVR
GrabZoom is now a tool, is on off hand by default
derVR
Showing some gizmos to preview splits.
eboot
Fixed wiki editor sometimes having "ghost text"
Seems to be Chrome specific issue
Web
Added Panel:SetTooltipPanelOverride
s Mod
Add tool name label to tool menu
derVR
Bail out of importing fbx animation if there's no bones or no frames
-lite
Add FileSystem::FindFiles with extension and recursive options
-lite
Add temp imgui debug window to view asset library
-lite
Fix the commits website being confused about which Bill is which
Web
Add HasComponent extension methods for Component and GameObject
eboot
modular car audio tweaks and polish
eboot
Hooked up new animator states
eboot
▊▌▊▋ ▅█▄█ ▉█▍▋▇▍█▉ ▌▋▉█▌ ▄▍▇▄▉▌▊▍ ▇▍ ▊█▅ ▇▇▆▌▊▋ ▊▍▄ ▆▆▆▊▅▇▅▆ ▄▌▇ ▊▊▍ ▇▋ ▉▊██
rAna
lyzer
Merge from watercatchersupdated
eboot
Merge from farming2
eboot
Merge from Main->Vehicles
eboot
▋▊▌▄ ▌▋▋ █▆▊▇██▄ ▊▆▇█▋▌▊█ ▍█▊█▍▇▉▅▅▅▌ ▆█▊▅▍▊ ▅▆ ▉▉▍ ██▋▆▍ ▍▍▋▅▊▌▆▊ ███▋█▌▅
rAna
lyzer
Fix client compile :(
eboot
New fluid combiner material
eboot
Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
eboot
First attempt at vertex merging
derVR
Support modules with liquid containers in the vehicle lift preview.
eboot
Subtractive merge from collider conditionals removal commit. Unfortunately the compound collider bug does seem to still be around.
eboot
Add new TriggerWetness class to affect player wetness in a trigger
Added a TriggerWetness volume to sprinklers
eboot
New centre of mass icon, and centre of mass changes to better support upcoming explosion forces. More realistic positioning, using anti-roll to counteract the higher COM.
eboot
ModularCarAudio - Avoid divide by zero if max speed is zero.
eboot
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
eboot
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
eboot
Adjust armoured cockpit window colliders.
eboot
Renamed Water Desalinater to Powered Water Purifier
Remove ability for guide mesh to be rotated/positioned on the prefab (will update art assets instead)
eboot
Corpses will now update their skin to match the players even if the player has had their skin updated via client.shuffleplayerseed
eboot
▆▉▌▇▌▅▋█▋▄▄ ▄▆█▊▋▋ ▌▆▉▇ ▇▇ ▇▉ ▆▅▋ (▅.▆. ▉█▍▋▇█▋ ▉▄█▉▅▍▆.▄▄▉▉▍ ▊▆▋▋▊) ▌▌ ▅█▋▉▄▍ ▇██▉ ▅█▄ ▅▄▅▌▋▍▆ █▅▇█▋ ▊▋▉▍ ▌▋ ▆▍▉ ▇▆
eboot
Adjust max explosion force
eboot
info, changelist
build
Sites
The wheel collider kick prevention on listen server was messing with vehicles tumbling in the air. Removing it since it was a listen server only fix anyway.
eboot
▌▍▇▇▅▉▍▍▇▌▋▍▊ ▄▅▌▌▍ ▇█▄▊▅▅▄██▌█ ▆▇▋▍▌▅ ▋▌▍▍ ▇█ ▉▌ ▋▊▉ (▆.▉. █▆▌▍▇▋▌ ▆▋▆▇▊▅▅.█▄█▍▄ ▋▌█▍▌) ▄▄ ▄█▋█▉▉ ▆▌█▆ █▇█ ▆▄▍▍▊▊▇ ▆▇▄▋▇ ▊██▊ ▍▆ ▍▍▆ ▊▇
eboot
Enabled incremental GC on Linux servers as a test
eboot
subtracting 49671 merge from grass_displacement
eboot
fixed composter server startup error
eboot
Dead pines / custom billboards
eboot
▄▍▇▉▊▇█▍▉▉▅▋▉▆▅▅▄▅▊▇ ▇▄▌ ▊▄▍▄▄▆ ▇▄█▍ ▅▊▅▅▌▊▍▅▆▉ ▍▍▇▊▋█▉ ▄▉ ▊▋▌ (▍▄ ▋█▋▆█ ▋▆█▊▌▇▊▄▍▆ ▉▊▆▄▉ ▍▋▋▆▇▊)
eboot
merge from /entity_hiding
eboot
Dropped weapons (Player.DropWeapon specifically) no longer give extra reserve ammo
s Mod
Remove "unknown genes" and gene display from consumable item info panel.
eboot
▇▄▅█▍ ▉▋▍▇ ▊█▋_▅▉▍▌▍▌▄_▋▅▉▆_▉█▍▄▋▅▊
eboot
[D11] [UI] Fixed graphic overlapping wounded text on certain languages when wrapping to new line.
eboot
[D11] [UI] Fixed typo in "Open Inventory" hint string in French.
eboot
Fixed errors when running monument benchmark standalone.
eboot
Fluid combiner model and updated material/textures
eboot
Cherrypicking 49699 Throwable fix
eboot
Held entity deploy fix
eboot
~ Merge from entity_hiding
eboot
Entity.PlayScene now has a second return value - the scene entity, removing which will allow for stopping the scene from continuing to play.
s Mod
Fixed missing terrain pyramid shader level between 200 and 300
eboot
Added TranslationCollection.Translate(string, args)
Stages are now locked if they don't support the current player count
Fixed error when loading StageMenuData for custom stages
r
Unity
Powerups now periodically check if the nearest player can collect them
r
Unity
Can now add / remove coop player in workshop campaign menu
Fixed a replay breaking change
r
Unity
▇▋▆█▇ ▊▄▉ ▅▅▇▊▍█▄▆ ▊▅ ▊▊▆▅▅▉ ▊▋▌▍█▅▋
eboot
Update fluid combiner icon
eboot
█▇▊▌▆▇ ▍▉█▍▌▆▇▉███ ▇▋█▉▊█▆▌ ▄▉▅▄▋ █▊▊ ▅▆▌█▇▇▅▄▅▌ ▇█▊▍ ▇▆▋▉▄▍▊▊▋▌▇. ▍'▆ ▋▋▉▊█ ▅▉▆▆ ▊▍▄▄▉ █▇▋ ▅▋▆▄▆▍, ▆▅█▋▍ ██▍▅█ ▅▇▇ ▊▆▍▇▄▊▄▉▋█, ▄▇▆ ▆▄ ▋▉▋▅▉ ▋▆█ ▄█▊▋▌▊▌▊▍▆▄▋▉▆█▅█▅ (█▉▋▇▇ ▊▆█▆▉▊▍▋▊█ ▋▌▍▇) ▍▆▌▌▌▅ ▅▅ ▉█▉▄▉▋█▇ ▊▋▊▄▍▉▇█▆▍▍ ██▇▌ ▇▉▋ █▌ ▉▊▌▆▆, █▊▄▋█ ▄▆▇ ▆▋▍▆▌█ █▍▇▉ ▌▅▊▋▅ ▉▅▉ ▌▆ ▉▋▄ ▍█▌▉▌ ▇▋▌ ▌▋▄ ▅▊▌▅▋▇ ▄▍▅▄ ▍▅▉▋ ▉█ ▉▍ ▆▍▌ █▊▄▌▄▌.
eboot
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same
Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
eboot
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
eboot
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
eboot
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius
Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling
Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling
Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
eboot
Renamed wantsSplash interface method to WantsSplash
eboot
Fix crash when removing seating
eboot
Enable even output split on the 2module fuel tank
eboot
Extra null checks for player.lookingAtCollider
eboot
Set up vehicle lift gibs
eboot
Merge from Main->Vehicles
eboot
Merge just to get that missing meta file
eboot
Adjust sprinkler height offset based on angle of sprinkler - full offset when mounted on a ceiling, no offset when mounted on the floor, 50% offset when mounted on a wall
eboot
[D11] Updated spawn filter to prevent player spawning on snow
eboot
Subtractive merge of #49711.
eboot
Remove Model.cs components from modular car chassis and modules. Fixes issues with satchel charge etc parenting (getting attached to inactive objects in heirarchy, or attached to moving parts like steering wheel) since now everything simply falls back to attaching to the base transform. If we end up needing the model scripts in the future, we can potentially add a bool flag instead that simply saves the base transform as the only "bone".
eboot
[D11][#4006] Fix for been kicked for picking up a sleeping bag
eboot
[D11] Re-enable satchel charge deployed
eboot
Cap max explosion force a bit lower
eboot
[D11] [UI] Fixed pie wheel pointer being offset on Quick Chat menu.
eboot
[D11] Bump xb1 app version
eboot
[D11][#3980] Dome barrel spawning does not exceed spawn points
eboot
Converted materials
eboot
Order servers by name by default
Web
[D11] Merge with main
eboot
Fix running as a service on Linux
chess
[D11] Scene fix - SLOD cell root
eboot
Disable hijacking / attempting replays on stages that aren't unlocked
Fixed hijack binding on keyboard
Reduced analog stick button prompt wiggle offset
Fixed speech bubble progress bars
r
Unity
Added BASSCHANNEL:Set/Get3DEnabled()
s Mod
Changes to the way tree gets split
eboot
Fix for some unnecessary decor object spawns (e.g. flowers and cracks_grass)
eboot
Don't pool the engine audio grains because they seem to use up a lot of memory
eboot
oops, missed a file
eboot
Merge from entity_hiding
eboot
New notification icon with no padding
ion_
react
[D11][#3998] Fix for shadows flashing when far from the map center:
1. Shadow map resolution on the main directional light set to 2048 - this makes the shadow map calculations more precise at the cost of 30 Mb of memory.
2. Updating the rotation of the sun every N frames to decrease the frequency at which the lighting conditions are changed and thus keeping the shadow maps the same for several frames.
eboot
Add effects.GetList (#1527)
Solves garrysmod-requests/issues/1209. Pretty much a copy of [weapons.GetList](garrysmod/blob/394ae745df8f8f353ea33c8780f012fc000f4f56/garrysmod/lua/includes/modules/weapons.lua#L169-L177).
ysmod
Added Entity.IsSequenceFinished
Entity.GetSequenceMovement cycle arguments are now optional and default to 0, 1 for start and end respectively
s Mod
[D11] 3987 - Changed the spawn parameters on some resources to prevent them from clumping together
eboot
disable pool warning
eboot
constraint library minor improvements and fixes
s Mod
Added SetTooltipPanelOverride
Toolmenu filters expand categories
ysmod
Disable occlusion warnings while I look into them
eboot
Fix for another serialised member within a #if block
eboot
▉▅▆▍▆█▋▅▅▄▅▊▅ █▅▌▆▇ ▊▍▍▄█ (▄▌▊▊▅▊▍▊▇▅_▌▄▍▆▋██)
eboot
[D11] Added support for building PS4 Patches.
eboot
Removing duplicate vertices from bakes.
eboot
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
eboot
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
eboot
modular car engine open/close sounds
modular car lift deploy sound
modular car lift open/close sounds
eboot
[D11] Fix PS4 Build process, broke path to nptitle.dat
eboot
Updated console system
eboot
Adjusted layer settings on the static and deployed vehicle lifts
eboot
Merge from hdrp/merge-fix-4
eboot
Port the vehicles branch version of NearMountPoint to Main. Fixes flickering mount option on listen server.
eboot
Merge from Main -> Vehicles
eboot
Fix for "Lift occupant gets confused if a previous occupant is still in range when a new occupant is snapped."
eboot
prospector core react when snap
Merge branch 'master' of SpaceUsurperUnity
core short look
Merge branch 'master' of SpaceUsurperUnity
laser core glare
r
Unity
[D11] Fix patch param files, use beta details not the main game
eboot
Working on WantsPush.
eboot
Attempting to modify BaseMountable to allow a mountable entity that doesn't move the player, probably a bad idea but saving it here anyway
eboot
Update preloaded content
eboot
WantsPush work. Always apply rotational torque to push, rather than pull.
eboot
WantsPush work. Rewrote the pushing code.
eboot
Farm house & armory prefab scenes
eboot
Reapply fix to allow viewing map while in demo (was stomped in merge)
Fixed map fade in/out getting stuck while a demo is paused (wrong timescale)
Don't run map interface input while playing demo
Updated compass to work while playing a demo
eboot
Added Particle scrubber editor tool under Tools/Animation to scrub particle systems at edit time and runtime
eboot
Enable saving on water purifier output storage (required now that the storage has IO connections)
eboot
Merge from old PoseTools branch
eboot
Deleted testing assets
eboot
Merge from PoseTools2
eboot
[D11][UI][#3959] Added scroll bar to options screen
eboot
[D11][UI][#3983] Altered find/join game screen scroll and position to avoid scroll going missing. [#3999] fixed send feedback options sending to the wrong page
eboot
[D11] Switch the PS4 package category to patch or application
eboot
[D11] Fixes muzzle flash bug 4015
eboot
[D11] Fix param_patch.sfx, contained main game data, not beta data
eboot
steamworks.FileInfo fileid field is 0 instead of some big number for SteamUGC items
s Mod
[D11] Possible fix to Bug 149 - Ore Node Textures disappear when a layer is broken
eboot
[D11] - Fix to bug 2335 - Supermarket overlapping pavement texture
eboot
Fix Shader::FloatParameter::SetVec3
-lite
Fixed issue with winding order when welding vertices
eboot
C_BaseEntity::SetModelIndex no longer fails with < -1 indicies (clientside only dynamic models)
UTIL_IsValidModel (util.IsValidModel) no longer returns false for precached clientside only dynamic models
ents.CreateClientProp automatically precaches the model it is given
s Mod
Calling ents.CreateClientProp with a model with no physics or no model (and setting it later) will no longer bail mid initialization and cause problems such as the prop not receiving flashlights light at all, etc
s Mod
[D11][#3988] Fix: Filling water purifier with a water jug (2000ml or less) kicks you out of the game
eboot
▍▇▉▆▆▊ █▆▌ ▍▌▄▋▋
▉▉▇▌▇▍ ▅▆▍▋▍/▉▍▊▋▌▉▋▅█/▊▊▊▄▅▊▅▄/▍▇▉▋/▅█▆▇
eboot
Reenabled weight/mass hack for Physgunning ragdolls which is already used for props/etc
s Mod
Add more explanations about comments in the mount.cfg file itself to maybe hopefully help people to figure that out
s Mod
[D11] Reverting the directional shadow maps to medium to test the performance implications on XboxOne and PS4 base.
eboot
Constraint library also removes NULL entities from ConstraintSystem.UsedEntities
s Mod
Update constraint.lua
ysmod
[D11] Fix PS4 SCEA *Check warning for enter button assignment
eboot
added tap to water desalinator
eboot
Scene & files backup.
eboot
Water jug now hold 5000ml instead of 4000ml (in line with water purifier)
eboot
Expose power consumption on water purifier
eboot
▋▇█▌▍█ ▅▋▍▆▇ ▇█▉█▅ █▇▋▉█ █▌ ▊▉█▉▅█▉▌▆▍▌▊▇
eboot
Powered water pump now shows correct amount of water output when holding a hose
eboot
Don't initialize the default notification settings in SmartAlarm's constructor because Unity complains (in editor only?)
eboot
Added GameStage methods to control up to 8 spotlights
Merge remote-tracking branch 'origin/master'
Enable HDR for switch builds
r
Unity
Fixed DiamondInstanced / QuadInstanced using the wrong color format
r
Unity
Update SendAdditionalData on FluidSwitch to accurately display inputs for electrical input
eboot
Cherry picked 49806 - Particle scrubber editor tool (from Jarryd)
eboot
Merge from PoseTools2
eboot
Update server side notification channel settings so not all play sounds
New login page from lewis
Update dependencies
ionS
erver
Make the login button work again
ionS
erver
Add quality of life improvements to demo recorder UI for Paddy
eboot
▄▌▌ █▇▍█▌█▊▅ ▋▊▌▌▊▉▌▅▅ ▄▇▌ ▌▋▆▌▉▋▆▆ ▇▋▅▌▌ ▊ ▋▄▅█ ▅▉ ▊▌▇▄ ▌▄▅▇ ▄▊▋▄▊▄▍▊ ▅▄▍▄ ▆▇▌ ▍▉▍▄▍▋ ▋▍▋ ▍▌▅▍█
eboot
Fix demo browser playing/deleting incorrect entry when list is sorted
eboot
Initial commit
Initial commit
astStr
eamer
Reworked the particle system scrubber to attach to systems so they can be modified after deselecting them and supports editing multiple systems at the same time
eboot
Remove some allocations, add public Play/Stop methods
astStr
eamer
More stat tracking
astStr
eamer
[D11][UI] Get seed as a string rather than an int.
eboot
[D11][#3631] Hobobarrels now emit light / shadows to match steam
eboot
[D11] Change to collider scaler to prevent running on server and to stop the debug logging.
eboot
chairs now decay when placed outside of building privilege
eboot
[D11] Updated player spawn filters to prevent spawning in water.
eboot
~ Prefab serialization layout auto updates
eboot
Sprinkler now decay when placed outside of building privilege
eboot
Large furnace now decay slightly faster when placed outside of building privilege
eboot
[D11] Adjusted collider scaler script to prevent server from warning of an unused variable.
eboot
[D11] Wrapped entire awake method in #if so the entire method is not called on server.
eboot
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eboot
[D11] Blacklisting XboxOne Base and XboxOne S to use low resolution shadow maps for performance reasons. PC/Pro consoles and PS4 base can handle 2048-res shadow maps without loosing FPS.
eboot
[D11] Merge with main
eboot
[D11] Fix lightjob array resetting time and retriggering phantom light flashes.
eboot
[D11] Sun: missing define check when playing in Unity editor
eboot
Pose assets now use transforms instead of muscle values
Reworked everything to use selection instead of gameobject references
Save/Load uses file dialogs
Deleted old pose assets
eboot
Fixed script parsing causing a delay in the main menu
Fixed hang when switching to workshop or replay tabs
r
Unity
[D11] [UI] Adjusted padding on Water Containers loot panel. Fixed translation issues on Water Containers.
eboot
[D11] Fix to green foam on water. Added Diffusion Profile to shader.
eboot
Updated bootstrap menu
eboot
[Audio] Staff's tweaks - [Audio] Staff's tweaks - [Audio] Finally able to check in new voice limits
eboot
merge from deployable_decay
eboot
[D11] amended water bucket fix
eboot
▇▋▋▇▄▆ ▄▇▄▆ █▉▅▄▋▋▄▋▅▉ ▍█▅▋▇▄ ▊█▄▄▍
eboot
Added IScriptFunc.IsCompiled
xpressionSt
rings
bootstrap canvas NRE fix
eboot
Undoing in TextEntry also restores the scroll amount, fixing weird behavior in certain cases (issues/1588)
s Mod
DCollapsibleCategory now shows a tiny icon when it is collapsed, telling the player it is collapsed and not empty.
s Mod
Made resource baking timing output more useful
Updated Facepunch.ExpressionStrings
Removed some redundant compilation from baking
r
Unity
▉▄▇▄▊▆▊▇ ▄ ▆▇▌▊▆ ▇▋ █▋▇▊▄
eboot
Fixed some other possible unnecessary script compilations
r
Unity
Arctic rock formations progress
Lowered the triangle counts on all small rock formations
Tweaked world_setup spawn settings
eboot
Try to update expo-web-browser for a bug fix
Fix the logout button failing when your token expires
Fix login failures not being handled by the authenticating page anymore
ion_
react
Don't get the map note type from the Note object - the field itself tells us what it is
eboot
Fix map note markers not updating
ion_
react
Update dependencies
ion_
react
tweak prospector diamond circle bullet visuals
Merge branch 'master' of SpaceUsurperUnity
raycast lasers have builtin looping sfx
laser settings for other stages
Merge branch 'master' of SpaceUsurperUnity
laser triangle cores
r
Unity
Include basic server info in all push notifications
eboot
Juggle the notification type definitions to include server info in everything
ion_
react
Merge from PoseTools2
eboot
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eboot
Fix server pairing not working since my recent changes
eboot
Tapping notifications will now switch to that server, or if the server isn't paired, allow you to disable all notifications from that server
ion_
react
▄▍▆ ▆▋▋▊██▊ ▄█▇ ▊▇▆▌▅▌ ▇▊▇ ▌▉▅▄▋▌ (▋▉▆█▍ ▌▉▊▉▄▆▄ ▇▆▋▄▅▉ ▅ ▍▇▋)
eboot
Sort out some TODOs
eboot
Added support button to bootstrap error window linking to troubleshooting methods on FP support site
Added OpenURL
eboot
Test self hosted actions runner
ion_
react
▅▅▄▅▉ ▆██▍▄▄▉ ▅▋▅▋▉▉ ▍▍ ▆▇▉▍▉▉\▅▇▌▋▋▉▉\▍▍
eboot
Show an error icon on paired devices which are no longer accessible
ion_
react
▆▌▆█▆▉▄ + █▋▇█▆ ▆▌▇█
eboot
▋▅▍▊▊▇▉ ▍▌ ▊▅▄▍▇▄▅, █▍▅▊▅▄▋ █▅▄▆▊▋█▇▇▇ ▄▇ ▅▊▉▄▆▋ ▆▄▆▍▆▌▄
eboot
Cargo ship and heli marker size fixes, also give the heli two sets of blades like the game
ion_
react
Send the app the map's seed and salt so we can invalidate map caches properly
eboot
Update protos, invalidate the map cache when a server's map changes
ion_
react
Remove DS_Store
Use the proper default server image, fix the server header image looking very dull
ion_
react
Disable screen animations for the blog view on Android to workaround a webview crash
ion_
react
Workaround SDK 37 bug on Android causing KeyboardAvoidingViews to not work properly
ion_
react
Server switcher default image, set tab back behavior to history
ion_
react
Use proper error type for disconnected errors
ion_
react
Fix screen size workaround when there's safe area insets
ion_
react
Revert that change because it only fixes the S10+ but breaks other phones - will need proper fix
ion_
react
Add more icons, reorder them so they aren't as scrambled about
ion_
react
Add padding to the bottom of the devices list
ion_
react
Code review: Reduced RefreshLODSets garbage gen to zero.
eboot
Trying out shoutcast support
eboot
Increase buffer size
eboot
Fix pose exceptions when copy+pasting
eboot
Merge from Main->Vehicles
eboot
Call UpdateNetwork a little more frequently for smoother input response on the client
eboot
Updated poses asset library
eboot
Switch to WebClient
eboot
merge from battery_drain_fix 49847
eboot
Changed bootstrap support button to help
Updated some shared translations tokens
Phrases
eboot
Fixed small and large candles mismatched ground watch and socket area check
eboot
▌▅▌▇▌ ▍▊█▅▊▄▅▉▇▍_▍▌▊▌▄▋▊▆▌▌██ ▇▆ ▅▇█▅▋▋▇ (▍▍▋▊█▋█ ▇▅▄▄▉ ▅▋▇ ▉▉▊, ▋▆▌ ▄▉ █▉▆▆▄▇▉ ▍▋ / ▊▊▍ ▌▍ ▆▉▍▅▍▊▌)
eboot
▇█▉▊ ▇▌▄▍▇▄▌ ▍▅▍▊▊/▆▆▍█▌
eboot
[D11][Art][#3669] Flickering doors occlusion culling fix - [D11][Animation][#3954] Destruction animation for building parts fixed
eboot
[D11] + Issue 4007 - Missing window ledge fix
eboot
added fluid input to desalinator and reworked spec
eboot
added bucket to spec
eboot
Add Lewis for app testing
Web
[D11] Weighted Vertex Normals on Props Electrical Boxes to office furniture/computer_cabinet
eboot
Fix for occlusion culling cpu/gpu getting out of sync (cpu was skipping results when more than one result set arrived in the same frame)
eboot
[D11] Fix water black screen bug on xb1 (3871)
eboot
Disabled Video settings on Switch
Support for weird combinations of Switch JoyCons / Pro Controllers
r
Unity
[D11] HDRP muzzleflashes (with lights)
eboot
fix for occlusion oopsie
eboot
Fixed studiomdl.exe (and probably others) ignoring -game parameter
s Mod
[D11][#3275] Disabling streaming for the foliage textures since to fix the mipmap level used in FoliageGrid via the BatchRendererGroup.
eboot
Merge from farming2
eboot
Don't update steering when vehicle is off - fixes client visual issues.
Made a standard place for VehicleIsActive.
eboot
Adding table model/material/texture
eboot
Added input/output slots to campfire water purifier
eboot
Remove water purifier proto def, it's no longer needed now that the water storage is a saved entity
eboot
Check angular velocity for sleep check, as well as standard velocity. Fixes issues when using flip pushes.
eboot
Adjust engine part descriptions to be plural
eboot
Fix overall performance calculation bug
eboot
Several fixes and cleanup for the vehicle lift.
eboot
Another vehicle lift edit
eboot
Merge the Switch On and Switch Off inputs on the fluid switch to a single Toggle input that will enable the switch when powered and disable the switch when unpowered
eboot
▅▋▍█ ▋▌█▄▆▌▇ ▌▅▉▄▉▋▅ ▋▌▅▋▌▇▄ ▊▌▌▇▋▉ ▅█▉▆▋▇█ ▇▇ ▌▍▇ ▄▉▄▆▄▇.
eboot
Removed an allocation in TooltipContainer.Update
Tooltips will now shift horizontally if they are partially hanging over the side of the screen (noticeable on respawn button)
eboot
Fixed exception when attacking a campfire mounted water purifier
eboot
remember likes, update like count on liked
Web
Applied ShufflePlayerSeed fix for corpses to client.playerseed
eboot
[D11] Added min height check to player spawns to prevent water spawning.
eboot
▌█▆▇▌▊ █▉▇▅▄▍▇ ▆▇▆█▋▄▇▇, ▍▇▉▍█▉█▌▍▌ ▉▄▌█▅▋▊▍█, ▋█▉▄▇▄▇▅▆▇
eboot
Updated packages to latest, fixed errors from API changes, built to confirm it all works.
eboot
[D11][UI] Removed references to all coins texture
eboot
timestamp chat
ion_
react
Disabled the weight hack for ragdolls - causes problems with posing for people
s Mod
colour on chatline
ion_
react
Pairing Dialog
ion_
react
Only register a model clientside if it wasn't already loaded by the server (ents.CreateClientProp)
s Mod
Fixed Switch build error
Fixed stage-specific loading tips not being baked
Fixed possible NRE on startup
Fixed some edge cases with Switch dual JoyCons + Pro Controller
r
Unity
Add Server Modal
ion_
react
[D11] - Fix to Armoured Door Specular
eboot
[D11] - Glove Texture Size Changes
eboot
changing everything to components
ion_
react
Base gamemode: Do not try to draw view model hands if they have no parent, fixing view model hands sometimes floating unattached to the viewmodel, notably when exiting vehicles.
s Mod
Added translucent version of lit terrain-blend + minor shader naming changes
eboot
[D11] Merge with main
eboot
Fixed transition to terrain thickness = 1
eboot
Scene backup and 'mo cleanup.
eboot
Cleaned up nexRankingCategoryIds for redux stages
Half focus hint hold time
Disable song switching in the menu
r
Unity
▍▍█▉ ▍▄█▅▍ ▌▇▉ ▇▇▊▇▊ ▊▌▉▅ ▄▆▊▋, ▅█▇▌▇▉ ▅▋▉▉ ▇▌▇▌▍▍ (█▅▇ ▊▉▆▊▄▅)
eboot
different approach to delete OB particles on map cleanup.
s Mod
Disable deletion of particles in game.CleanupMap entirely
s Mod
Fix cars floating when the ground is destroyed under them.
eboot
Simplify conditional object code
eboot
Ignore some mouse events if cursor is hidden
Disable focus hint on game over !redux
r
Unity
Listen server only: Brute force fix for colliders fighting between client and server when being activated due to conditional object changes, causing the vehicle to jitter all over the place.
eboot
Detect when modular cars are in water and actually act like they're in a denser medium
eboot
Assigned metal material to vehicle lift colliders that were missing a PhysicMaterial [sic]
eboot
Match audio clip and stream sample rate
Read stream data until data is fully processed, don't leave some for the next frame
eboot
Added TerrainCollisionProxy to modular car chassis so they can go through TerrainCollisionTrigger holes.
eboot
Remove port fields from protobuf and associated UI (no longer needed)
Add MaxAudioStreams convar
eboot
Cleanup, better settings icon
eboot
Don't use TerrainCollisionProxy - it won't work with terrain hole triggers that are level with the terrain.
eboot
Fixed Model component not setup properly
eboot
Using demo.play to play a demo that was recorded on a different map/seed will now load that map and play the demo
eboot
Fixed overhang not being fixed when on left of screen
eboot
[D11] Revert temp changes
eboot
Wall corner conditional model prefab updates
eboot
[D11] Update texture meta's: enable streaming mips
eboot
tentacle petrified uses ice visuals
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
tweaked mech wobbleSpokes sfx
Merge branch 'master' of SpaceUsurperUnity
prospector aux lasers toggle on/off
r
Unity
[D11] Fix for compass strip/UI
eboot
[D11] [UI] Default Language acquired from platform fix with bootstrap dependencies.
eboot
[D11][UI] Fixed issue with bootstrap scene
eboot
Fix being unable to select chat text
ion_
react
[D11] Bump BETA version numbers for PS4 and Xbox One
eboot
[D11][#3805] Reactive targets no longer have any decals when hit by a hammer.
eboot
Fix being unable to select chat text
Merge branch 'master' into Modals
Modalbody, footer, header and icon picker + addentity modal
ion_
react
use GameIcon in ModalIconPicker
ion_
react
Cursor now auto hides / shows in menus when using a controller
r
Unity
[D11] Rustworks environment detection. Maintenance check. - [D11] Rustworks environment detection. Maintenance check.
eboot
pass props through to iconpicker
header using GameIcon and prop styling for position
ion_
react
GameIcon style prop, modalbody padding, header props
Pull real data into AddEntityTest
ion_
react
[D11] [UI] Fixed typo in boot screen beta text.
eboot
adding iconswitcher functionality back
More data to the modals
Add asyncbuttons to modal footer
ion_
react
[D11] [UI] Fixed death marker tooltip not translating correctly. Fixed overlapping text on Quick Chat menu in certain languages.
eboot
set devices to use container, remove unneeded margin
ion_
react
Disable removal of particles from game.CleanUpMap()
s Mod
Dialogs on edit switch
notification on smart alarm
ion_
react
Cleaner / more complete fix for switch face button labels
Fixed Add Player button icon on Switch !redux
r
Unity
[D11] - lighting pass
eboot
[D11] Modified "Report console meta's"
eboot
[D11] [UI] Removed untranslated report option from server report popup.
eboot
Possible fix for occlusion respawn warnings and also wait for textures to load before hiding the loading screen
eboot
Entity.Remove() no longer sets FSOLID_NOT_SOLID while in a Physics callback
s Mod
merge the fixes from main
s Mod
footprint decal aren't randomly scaled all over the place
eboot
Footprint filtering & texture size optimization and consistency.
eboot
Snow gibs run a standard snow material and diffusion profile
eboot
Footstep effect optimziation WIP
eboot
fix typo in shield
Merge branch 'master' of SpaceUsurperUnity
r
Unity
▌▌▅▉█▇▋ ▋▉▇▇▅▆▄▇ █▇▉ █▅▆▄▉ ▍▋▇▍▅▊
eboot
add navigation go back on cancel
ion_
react
▇▋▆▆▌ ▍▅▆▌ █▉▉▇▊█▆▉▇▉▇▊ ▋▄▄ ▄▆█▄ ▉▌'▅ ▄█▅▍▅▌ ▍▌▆▅▆▋ ▊ ▇▍▍
rAna
lyzer
Improved metal impacts.
More file sorting.
eboot
pageMessage alignment fix
ion_
react
Hook up the new AddServer
ion_
react
Hook up new AddEntity modal
ion_
react
▉███▉▅▌ ▆▊▊
▍▆█▋▊▄▅▄ ▋▊█▆▄▄
▊▅▊ ▋▅▋▇▊▌▆▄█▋▄▌▊
▋▍▅▆ ▉▅▄▋▌ █▋▄▄█▍▆▇▇▌▇▉▄
eboot
Fix new EditEntity screen
ion_
react
Hook up new confirmation modal
ion_
react
Merge from farming2/pump
eboot
Reapplied sprinkler prefab changes that were stomped in merge
eboot
Fix scrolling on the devices page
ion_
react
Add alarm notification setting in-app, move logout button to the very bottom of settings
ion_
react
Disable server ticking when the app isn't active
ion_
react
Set Reserved4 to true if input 3 is enabled on combiner
Revert construction changes that are no longer needed
Various cleanup
eboot
Fixed vehicles with wheel colliders (minicopter, scrap transport heli) not being able to drive or fly into the Launch Site lowered area.
TerrainCollisionProxy scripts added to select colliders on the vehicles, and Terrain Triggers on Launch Site raised by around 2m to catch colliders above the wheels. Also modified TerrainCollisionProxy to be server-only.
eboot
Cache MaterialSwap instead of GetComponent every frame in LookAtIOEnt
eboot
Fixed pickup/repair items on water pump
Increase water storage on pump from 500 -> 2000
eboot
Mark WaterPump as a gravity source
eboot
Merge from Main -> Vehicles
eboot
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
eboot
Fix GameConnection never firing state changes for connected or failed to connect
ion_
react
Do a soft reload of everything when returning to the app after the connection to the game closes
ion_
react
Fixcars console command now only fixes cars within 5m of the admin using it. More useful for testers who won't want to fix every car in the world.
eboot
Fixed pickup/repair on combiner and purifier
Standardised prefab names for water pump and fluid combiner
eboot
tweak table textures/uv
WIP table LOD
eboot
Tweak reportError - don't push to Sentry in dev mode, always log to the console
ion_
react
Retry button for map tab
ion_
react
Fixed deployed vehicle lift not being repairable
eboot
Fixed engine performance not updating immediately when engine internal items change or break
eboot
Fixed being able to connect a water purifier to itself
Fixed powered water purifier not loading child entity properly
Update manifest
eboot
Don't allow looking modular car storage (engine or storage module) while the car is on. Also added some extra server-side checks to other vehicle actions.
eboot
adding table basic prefab setup/ collider
eboot
Destroy powered water purifier if ground is missing
eboot
Fixed fresh water getting pushed into salt water container of water purifier and being deleted
eboot
Boot out currently looting players from engine bay looting when the engine starts
eboot
Reduced LOD culling screen relative height on cars from 0.01 to 0.006, so that cars don't get visually culled before players do. Players are at 0.003, but are much smaller than a car.
eboot
hunter spotlight system instead of dark pattern
fix execution achievement for 2 player
status hitboxRadiusMultiplier
convert core effect, can change player cores
fix dash affecting both players
new convert effect bullet
r
Unity
[D11] Modified to allow location of texture in project from debug output
eboot
[D11][#4029] {PS4/XB1} Players In Game has wrong info when only 1 player in game.
eboot
passive item icon is now a circle
r
Unity
▄▊▌▄▌▉ ▍▋▆▆▅▇ ▇▅▅ ▅▄▍▍▅█▆▊ ▌▄▄▇▊▊▍ ▍█ ▍█▋▇▄▋▉▆ ▆█▍▇▆ ▌▇█▆▇▍.
▇▋▉▍ ▋▍▄▄ ▋▅▇ ▅▆▆▊ ▇▍█▋▄▆█.
eboot
Restored HapisIslandTerrain (still used in a bunch of scenes)
eboot
[D11][#3672] Miners hat no longer has pixelated light cookie.
eboot
made weapon world models relative sizes
eboot
Test the connection when returning to the app in case we don't get the disconnect event
ion_
react
Soft refresh fixes
ion_
react
Force close the connection if the test fails
ion_
react
Fix the connection test alwys passing (but still somehow working out in the end)
ion_
react
▋▇ ▅▄▍▇▄, ▇▇▉▋▇▉/▌█▋▌▉▅▉▊ ▉▆▍▍▌▄▆▄▆▇▌ ▊▊▌▋ ▉▌▅▇▅ ▍▄▇ ▄▋█▉▅▉ ▍█▆█▋▆▅
eboot
added water pump, col and gibs, added to prefab
eboot
Changelist icons for Companion app
build
Sites
Forgot ConstructionSocket.cs
eboot
~Fixed server-only runtime errors during client component stripping
eboot
update splash visuals
ion_
react
Update Terms Of Service.txt
Legal
[D11] [UI] Fixed Roadsign Gloves translation issue.
eboot
fix keyboard offset bug (iOS)
ion_
react
Failed to read addon %i => Failed to read addon file %s
s Mod
window height check on TeamMemberList
support iPad mini horizontal and above on windowheight
ion_
react
Legal page starts with TOS
Legal page headers are anchors
Sadnbox site wip
Made lightbox/news shared
Web
Made stage card progress bar notches more subtle
Fixed redux fuseEggShield including non-redux eggShield
Switch input device handling rewrite
Merge remote-tracking branch 'origin/master'
Fixed standalone build error
Now using the Switch's native controller support UI
r
Unity
Move NewsHeader/NewsSection to partials
Fixed errors if blog has no summary
Tweaked LightBox hover effect
Sandbox Styles
Web
Fixed multiple news sections
Update _Layout.cshtml
Web
Allow modular cars to spawn on road OR roadside topology
eboot
Changes to PlayerAnimation to fix players attempting to swim while mounted:
- Only transition to Swim if Posing is false.
- Transition away from Swim if Posing goes to true.
eboot
Merge from Main -> Vehicles
eboot
Merge from farming2/pump
eboot
Default driver pose has a bug where it's off-centre to one side. Adjust driver mount points in the other direction by 70mm to to compensate.
eboot
Water pump icon, adjust IO socket locations, set up animator
eboot
Fixed incorrect source item on water pump
eboot
Fix Check Engine light staying on after engine is turned off.
eboot
Add a page to send out custom news notifications on demand
ionS
erver
Updated plumber default inventory config with new items
eboot
Have the fuel gauge drop to zero when engine is off. REALISM
eboot
Handling for new notifications, tapping news notification opens in browser
ion_
react
Reduce car fuel use in general, and adjusted performance calculations. Fuel use at low performance was too high
eboot
Fix engine audio NRE
eboot
WIP client task request system
eboot
Include AntiVehicle damage type in the explosion forces cars receive. Some "explosive" weapons don't actually apply "Explosion" damage.
eboot
Fixed engine sound not playing when player entered a network area with a running vehicle. This was caused by the engine state being set before the engine loaded in.
eboot
Add AllowInternetStreams convar to disable streams and replace with copyright safe content for streams
eboot
better vfx/sfx to show that convert is ending
claw nogunsleft patterns, across sfx
prospector form2 laser farther from core
prospector pixelgroups dont react when attaching laserring
fix prospector robo lasers
r
Unity
Blog conversion remove root center tags
Insert a video on pasting video link
Fixed hidden fields not updating on editing blocks
Fix newlines and wrap text in a div for old blogs
Styles
Web
rotated and repositioned water_pump
eboot
More occlusion fixes:
- separated position & state buffers to avoid issues with CPU updating positions while GPU was changing states
- ignore GPU callbacks when state buffer is reuploaded during a resize operation
- ensure mesh occludees are made visible in OnEnable and when animated building blocks start animating
eboot
[D11] Enabling the profiler for all debug server builds.
eboot
[D11] [UI] Removed unused UI textures.
eboot
Fixed standalone build error
Merge remote-tracking branch 'origin/master'
r
Unity
Added updated boar model
Added updated boar textures
t_art
Add all the item info and icons (these are auto generated)
ion_
react
[D11] - Texture map crunching. Checked in game.
eboot
Addon custom spawnlists, Game props and Addon props lists are now read only
s Mod
[D11] - Bug 4042 - Red Toolbox Scale Fix
eboot
██▉▋▋█▊▍▅▌▆ ▇▇█▍▅
▍▊▊▌▍▍▉▅ ▇▆▇▆▆█▊▇▋ ▄▄ ▅▄▇▉▉█▆▉▊
eboot
[D11] - Bug 4050 - Applied correct Mask Map to Tarp Mat. Checked in game.
eboot
[D11] [UI] Memory Optimisations
eboot
Added toolgun .worldmodel prefab & set .item to use it
eboot
▉▊▇▊▉ ▍█▍▊▆▆█ ▅▉ ▋▊▊▅▋██▍▅▉▋▌▌▋
eboot
[D11][UI][#4023] Fixed ordering issues with gabling loot panel [#4027] Changed Defualt server filtering to all [#3946] Fixed been able to access server filters on connected screen
eboot
[D11][UI] Fixed Leaderboard and implemented new methods
eboot
[D11] [UI] Fixed lost sprite icon references from previous submit.
eboot
Equipment item description word wrap height fix
Added hover / click sounds to buttons on workshop page
Added defaults to StyledRectButtonAnimator
Fixed buttons to view item workshop pages
Better navigation highlight for workshop column headers
Fixed column sort icon alignment
Fixed scroll table actions / highlight being visible while loading
Fixed scroll table navigation after sorting
r
Unity
Updated Stag model/textures/prefabs
Moved animation fbx's to their own folder
eboot
[D11][#4048] Fix for flashlight casting no ambient light. Additional 25k-lumen spot light added for ambient light (outer radius 120). The internal spot light radius reduced to 45.
eboot
Revamped shore ice
Tweaked ice sheet prefabs and materials
New world_setup rules for spawning ice sheet along the coastline
Various other tweaks to ice sheets
eboot
Fixes for metal & wood impacts.
Manifest & scene.
eboot
Updated Wolf model/textures/prefabs
Moved wolf animation fbx's to their own folder
eboot
adding mixing table source file
t_art
Fixed oil refinery excessive bounds
Fixed oil refinery placement issues in small spaces
Fixed oil refinery socket mismatches
Oil refinery can now be repaired
eboot
Regenerate protobufs because I apparently reordered fields I was adding and forgot to generate after
eboot
Fix outOfStock flag being inverted
eboot
merge from my kitchen branch
eboot
Sandbox deploy
Likes fix
Web
remove buildwebcompiler package, commit styles
Web
Update mock server to list sell orders and stuff
ion_
react
Add another mock sell order where there's a very high amount in stock
Fix weird white border showing while the popover is animating in/out
ion_
react
Commas in item quantity, hitslop
ion_
react
Add vending machine clusters
ion_
react
Combined player markers when they're close together
ion_
react
Tappng on grouped player marker will show a a list of their names
ion_
react
Put the player you're signed in as as the topmost player marker
ion_
react
Full screen quit UI for main menu
eboot
Some FlatList optimization
ion_
react
Some imports cleanup
ion_
react
Centralize KeyboardAvoidingView into KeyboardAvoider so we can tweak it per platform easier
ion_
react
Set caching header on avatars
ionS
erver
Limit the server subscription check so it doesn't run every refresh
ion_
react
Don't use react-native-elements Avatar because it fades in every time it renders (even if the image is already loaded)
ion_
react
Press and hold devices to pick them up and reorder them
ion_
react
Smart switch requires TC auth to manually turn on/off
eboot
Fix missing header on team tab when you're not in a team
ion_
react
Hide similar timestamps in chat
ion_
react
Filter timestamps in reverse order so it doesn't do weird stuff
ion_
react
Icon picker padding tweak so it can get 3 columns on my phone
ion_
react
Contextual header component on the confirm dialog
ion_
react
Remove extra padding on remove server dialog
ion_
react
News list firefox fix
Web
Styling clustered player overlay
ion_
react
Testing out orientation switching
ion_
react
Updated water pump io slots
eboot
Water pump renderer LOD setup, gibs
Lowered water pump health to 250
eboot
Preemptive fix for popover shifting sometimes
ion_
react
Trying out pooling gibs
eboot
Fixed engine audio issues when entering a network group with a running vehicle
eboot
Merge from Main -> Vehicles
eboot
▉▄▍▉▋▆▍ ▋▋▅▄▆▇▅ ▇▉▉▇▊▍▇ ▍▊▊ █▋▄▉▇▌▇▋ ▌▍▇ ▊▄▍▅▆▇ ▄▌▍▅▆ ▌▆▆▉▍▇ ▇▄█▉ ▇▆▅▄ ▆█▇▌▋ ▇██▋▋. ▉▊▆█▉▇▅▋█▅ ▌ ▌▆▌▍▄█▋█ ▌▆ ▌▋▅▄▍▋▍.
eboot
Tooltip comment change only
eboot
Add pooled mode for bytes fields (add `[pooled = true]` to the field to enable)
toBuf
Added a new custom Gibbable component editor inspector
Added the ability to override the collider per gib-piece to a box collider
Includes an Auto-size button to quickly snap a box collider to a mesh
eboot
Fix minicopter using the HotAirBalloon outsidedecayminutes value instead of its own. As a side effect, increases minicopter decay time from 180 minutes to the intended 240 minutes.
eboot
Remove some more allocations
Update GibPrefab
eboot
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.
eboot
Added a gibs benchmark scene to test performance = "GibbableBenchmark"
eboot
Fixed invokes happening after benchmark ends
eboot
merge from minicopter_arrow_fix
eboot
trainyard bypass prefab
eboot
[D11] Tweaking the flashlight after feedback from Gurmita. The inner circle of the main light is now set to 90%.
eboot
prospector robo pink laser sparks
robo tractor pattern
prospector new form0 anims
Merge branch 'master' of SpaceUsurperUnity
prospector form1 pixel anims
prospector form2 pixel anims
r
Unity
Setup mixing table prefab using new art, gibs etc
eboot
Fixed some exploity research table deployment
eboot
Enable mesh streaming on more meshes to save some memory
eboot
Ceiling lights groundwatch no longer check for terrain and world layers
eboot
Boar prefab updates
Boar Materials/Textures
Move Boar animations to separate folder
eboot
Increased mesh streaming budget to something a bit more realistic
eboot
Dropbox groundwatch no longer checks for world layer (stuck inside world when bases decay)
eboot
Do not load models with version < 0 (Fistful of Frags corrupted model crash)
s Mod
[D11] Enabling the asset stripping for the release server builds.
eboot
[D11] Changed Blueprint_Read to use a small sound prefab instead of a ui_sound prefab.
eboot
Merge from filestorage_2
eboot
▇▅█ ▊▍█▍ ▋█▅▄ ▌█▍▍▇▉
eboot
Some AssetBundle boilerplate
Font assets now loaded from asset bundles
Build asset bundles on Jenkins
r
Unity
Fix errors so tasks actually get completed and a response is sent back
eboot
Pooled bytes mode null check fixes
toBuf
Updated localization files
s Mod
[D11] Added Depth of Field settings for Art to test - defaulted to off
eboot
[D11] Whitelisting the textures used by the monuments during map generation.
eboot
[D11] [UI] Temporary Spritesheet Memory Optimisations (about 20mb's saved if Heap Explorer is to be believed)
eboot
Trigger requests and display the response in a test modal
ion_
react
▊▆▆▊▆ ▋▆▌▅ ▆▇▌▄_▆▋▄█▉▄▅▆
eboot
Removed PlayServicesResolver
Can load bundled assets directly in editor
r
Unity
Protobuf code generator update (pooled bytes)
eboot
Proper fix for popover shifting (react-native-popover-view upgrade)
ion_
react
added new berry plant colours
eboot
prospector boss anims
ditor
added poweredwaterpurifier greybox
eboot
Code review: Don't invoke create water on water pump unless input is greater than 0
eboot
Trigger requests and display the response in a test modal
ion_
react
Use the proper position and rotation
eboot
MenuUI.Companion widget iteration & related assets.
eboot
RustButton.Grey stylesheet.
Video button styled with it.
eboot
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.
eboot
Scale offset viewmodel based on fov
eboot
Demo main menu UI tweaks.
Menu no longer closes when clicking inside the main panel.
Delete confirmation now closes when clicking outside of the dialogue box.
eboot
Cleaner and more robust request loop implementation
ion_
react
Componentizing
ion_
react
Vehicle destruction with per-module gibs now working
eboot
Possible client NRE fixes in SimpleFlare and MiniCopter
eboot
Tweaked crafting costs
Water pump and powered water purifier are no longer default blueprints
eboot
Added Graphics.vm_fov_scale convar to switch back to old vm behaviour
eboot
Fix water purifier not showing power consumption in inventory
eboot
Fixed water drain amounts not updating when disconnecting hoses
eboot
- Propagate damage even when it's a 0 health module being hit.
- Propagate damage to all other modules, not just adjacent ones.
eboot
Nest some if statements
eboot
Separate waterlevel and environmentwetness in PlayerMetaboilism, instead treat sprinklers as just another source of wetness like rain or snow
eboot
Added all berry types as growable plants. Seeds, clones, prefabs, etc.
eboot
Fixed berry consume bug
eboot
added berries to spawn pop lists
eboot
Electric heater model and materials
eboot
water pump emissive scale
eboot
DetailsPopover style fixing, mockdata cluster
ion_
react
update placeholder asset
ion_
react
▌▍▆▇▋ █▊▌▇ ▋▅▌█ ▆▋ ▆█▉██▍▄ ▍▇█▇▋ ▋▉▍ ▄▉▌█▄▄▉█ ▉▅▊▇▆█▍ ▄▉▌▆▍▋▇█
▋▌▋ ▄▌▍█ ▊▍▇ ▇▋▉
eboot
Low resolution fog to boost GPU performance (bandit camp)
eboot
Proper icons for pairing and editing notifications
Set the texture size for some icons which were at the default
eboot
Berry spawn fixes.
Modifier fixes.
eboot
+ Crunched down these effects textures
eboot
[D11] [UI] Fixed vending machine not allowing drop input to end when releasing input.
eboot
Fix for server browser still updating while in the background
eboot
Modifier serialization, proto.
eboot
Merge from server_browser_update_fix
eboot
+ Sorted the blood splatter compression for xbox one
eboot
+ blood splatter xbox fix 2
eboot
Client now knows about any active modifiers, dirtied on on add/remove.
eboot
[D11] Removed unneeded comments I forgot to remove in previous checkins.
eboot
merge from farming 2
eboot
npc_barnacle clears the entities it spawns when removed
npc_barnacle no longer crashes the game if it is missing its "tongue" entities
s Mod
Fixed issue where server browser will update if tab has focus when closed.
eboot
Merge from server_browser_update_fix
eboot
[D11][UI][#4060] Altered HUD item icon
eboot
[D11] [UI] Betting Icons sprite changed to POT texture.
eboot
[D11] [UI] Fixed grammar in loading screen tip.
eboot
Underwater sounds no longer play when dead and player's camera is not underwater
s Mod
▌▆ ▊▊▄▆▌██▍▊ - ▇▊▆▆ ▍▍▄▅, ▅▆▅▅▄, ▌█▆▆█▅▆▅, ▌▄▋▅▆█, ▌▇▌ .▇▉▆▅▄▄▆▊ ▆▊▉▊▌▌ ▋▅ ▊▌▊ ▄▊ ▍▇▊█▉▉
eboot
Update menu UI to have a help button
eboot
█▅▋ ▇█▌▆▍▌▄
▌▋▊▌▇▋▆▍++
eboot
▍██▉▌▋▊ █▍█ ▉▉▇▇ ▄█▊▉▆▊▋▅
eboot
UI layout scaling fixes.
eboot
Vehicle lift module internal storage UI changes,. Make it clear that it's not for adding items to internal storage
eboot
Moved campaign flags back to Resources
r
Unity
Code review changes:
Converted various on/playing bools to a flag to fix issues when going in/out of range
Fixed voice range replicated var not marked as static (woops)
Cassette max storage amount is now stored in megabytes, not bytes
eboot
Login screen tweaks so it's not the same screen two times in a row
ion_
react
Fixed error when placing fluid switch (was just a missing sfx so it was harmless)
eboot
Merge from Vehicles -> MakeVehiclesDestroyable
eboot
Don't show third person handset while in first person now that we have a viewmodel
Adjust wire position when using player is in first person
eboot
Trigger requests and display the response in a test modal
Swap buffers without fading or flickering
Cleaner and more robust request loop implementation
Componentizing
ion_
react
█▇█ ▋▍▆▊██▌▆ ▅▅▋▄▌▄
eboot
adding WIP modules gibs, enabling read/right on existing parts
eboot
prospector robo unit pixel anims
r
Unity
Added transitional form between killed and gibs, where there's just the burnt-out scrap vehicle. A lot of new IsDead() checks. Also removed old unused vehicle teleporting code that I added a while ago.
eboot
Don't show hammer repair highlight on destroyed vehicle
eboot
Merge from Vehicles -> MakeVehiclesDestroyable
eboot
Code review: check calling player in RPC's and use Busy flag
eboot
▄▇▇▆ ▄▇▋▍▆▇ █▉▍ ▇▍▆▍▆▍▅▇ ▋▇▌▌▇▌█
eboot
▅▍▋▋ ▍▄ ▊▍▉▅, ▍▅▇█▇ ▉▌▉▄▍▊
eboot
robo laser missOn pattern
fix anim bug with prospector
r
Unity
merge from farming2
eboot
+ added underside water shader and added fake muzzle flash light test for aaron
eboot
Deduce post-death damage required to gib from 1000 to 500.
eboot
Bindings / pose tests
eboot
[D11] Player walk movement fixes
eboot
[D11] Merge with main
eboot
▉▆▇▉▅▌▋▄ ▋▋▅▅▊▋▍▋▇ ▊█▌▄ ▊▋▌ ▌▆▄ ▌▉▅▄▊▇▇ ▉▇▉ ▆▉▇▄█ ▋▄▄▍█▄▊▄▊▉▊, ▆▄ ▌██▋ ▌▋ ▍█▉▊▉▌▇▆ ▊▆▅▄▅▌ ▉▍▊▌▌ ▌▄▅▉▉▉▍▅▇ ▋▌▄ ▉▋▉▅ ▄▅▇ █▅▄▋ ▄▋████ ▉▌▋ ▊▌▄▊▋▍
eboot
[D11] - Changeover Quarry Rocks to correct material.
eboot
MainCamera transform wasn't actually being cached.
eboot
Added fluid pump, splitter and powered purifier to compound sell orders (temp for testing)
eboot
Limit modifier buffs from a tea source to one active per modifier type
eboot
[D11] Remove player controller debug info
eboot
[D11] Decal updates
eboot
[D11][#3893] Increased lookat raycast radiius & undid previous method of doing this.
eboot
Fixed UI ordering
Made onion emoji use point filtering
Don't watch for DataFile changes when not in play mode
r
Unity
bit more refactoring
eboot
Hub Redesign
adding tooltips to notification
remove server count on servers button
ion_
react
unused declarations
tooltip message
ion_
react
notifications inline
ion_
react
replace icons on settings menu
ion_
react
Hide the notification channel settings on Android (use the system UI to do it instead)
ion_
react
scale icon on toggleswitch
ion_
react
update notificationtoggler and settingsrow
ion_
react
prospector robo pink laser sparks
robo tractor pattern
prospector new form0 anims
Merge branch 'master' of SpaceUsurperUnity
prospector form1 pixel anims
prospector form2 pixel anims
prospector robo unit pixel anims
robo laser missOn pattern
fix anim bug with prospector
Fixed UI ordering
Made onion emoji use point filtering
Don't watch for DataFile changes when not in play mode
Missing meta file
Merge branch 'master'
Meta file changes
Added an AssetBundle merging strategy
Fixed menu stage always wanting to load all audio AssetBundles
r
Unity
[D11] Possible crash fix
eboot
[D11] [UI] Fixed Sulfur/Sulphur translations in American English/British English translation files.
eboot
padding on devices view
ion_
react
[D11] - Fix for bug numbers 4079 and 4080, Oil Refinery Valve Rotation and Workbench fbx scale.
eboot
use paddingPX instead of hard coded
more padding changes
ion_
react
▇▌█ ▆▇▆▌▄▆, ▄▊▇█▉ ▅▆▉▍█ ▌▌█▌█ ▇▇▄▅█▅▇▄▌
eboot
Moved Large oilrig AlarmListener to correct location
S2P large oilrig
eboot
Merge fixed streetlights.
eboot
crunched texture on heater emissive to remove unity artefacts
eboot
Trigger requests and display the response in a test modal
Swap buffers without fading or flickering
Cleaner and more robust request loop implementation
Componentizing
ion_
react
Standalone reference materials for all terrain splat types.
eboot
Bump up the quality
Make sure stretched out player models and guides don't show up
eboot
Change debug camera entity targeting to use keybind instead of F key
eboot
Add new conbutton for selecting debug camera target so it can be bound to whatever
eboot
powered water purifier model, material, gibs, collision
eboot
▅▋▇ ▌▄ ▅█▊▇▇▆▉▅ ▇▄▌
eboot
R/W purifier gibs
Update purifier IO socket locations
Update purifier icon
eboot
Fix held entities being invisible
eboot
Fixed custom skins not applying to new water purifier (not ready for merge though, will need an art update)
eboot
Terrain impact progress
eboot
Code review: Use GetConnectionsWithin instead of subscribers to reduce potential traffic
eboot
Fixed busy flag being set to false incorrectly
eboot
adding vehicle modules gibs
eboot
Fixed some issues when loading demos
eboot
Fixed save/load issue
eboot
More save/load/demo fixes
eboot
Fixed sprinkler applying wetness to players above it when placed on a ceiling
eboot
[D11] Fix quarry SLODs
eboot
Revert campfire water purifier to old model/material for skins compatibility
eboot
Read/Write campfire purifier gibs
eboot
[D11] Report console texture metas
eboot
[D11] Updated texture meta report
eboot
adding icons to asyncbutton
height on button
ion_
react
[D11][#4058] Sulfur and Stones now have a worldmodel.
eboot
server title on the hub header
ion_
react
Pairing Servers dynamic render
ion_
react
[D11] Fixed wrong RPC Been called in SendMapRespawnOptions
eboot
update FUE images and structure
ion_
react
Fix for broken occlusion delay (also increased it)
eboot
updated copy and styling for FUE
ion_
react
[D11] Bump BETA version numbers for PS4 and XBOX
eboot
Added farming vending machine to Hapis Island map
eboot
[D11] BUMP version fix
eboot
replace hub header image
ion_
react
Reduced the amount of times red keycard can be used
eboot
added hose input and outputs to water purifier as separate model as to not interfere with custom skins
eboot
emissive and on materials for water pump and powered purifier
eboot
Much better ticking
ion_
react
Merge from farming2
eboot
[D11] - Fix to bug 4083, trousers on washing line too small.
eboot
[D11] [UI] Fixed server favouriting not working when leaving server.
eboot
▇█▇▉▊ ▌▌▊▉ ▋▄▊ █▇▄▄▊.
eboot
hooked up water pump on anim material and tweaked lod distance
eboot
[D11] Stops chicken ragdoll's being pinned to the groun by a spring joint.
eboot
[D11][UI] Adjustments to debug recording options - FPS demo playback added
eboot
New tea recipes/items/tweaks.
eboot
stop button height jumping with spinner
ion_
react
Remove any active modifier buffs on init/death/spawn.
eboot
Weighting players for some better reliability
eboot
[D11] Textures used for the world setup are place into a separate asset bundle: shared/worldsetup.bundle, which is unloaded on the server once the map generation is complete. + AssetFiddler
eboot
Aspect Ratio header image and updatemockdata
ion_
react
BulletPattern now implements IPropertyContainer
r
Unity
fixed missing backface on piano gib
eboot
▅█▆▅▆ ▊█▆▊▄▉▌▅▆ ▍▋▌▄▋▇▍ ▅▄▋
eboot
▋▋▍▇▋ ▉▍▋▋ ▇▇▊▌ ▋▊▇▆▊ ▋▋▅▇ ▆▅▋▄▅ ▋▍▊▋█ ▄▇▋▉▋▊▇▄▍▅ ▍▋▌▉▉▍█▄▊▅ ▊▍ ▆▇▉▋▊ ▊█▅▋▄▊▌▊█ (▍▄▉▉ ▇▋▌▄ ██▆▅█ ▆▇ ▍▍▊▌▅▅█▄▍▄▊▉)
eboot
▋▇▇▌ ▊▇▌▋ ▍▅▋▆▆ ▋▄▉▄▍▌.
▉▇▌▉▌▍▇▌ ▄▉▆█ ▄▌█ █▊█▄▊▅█▊▄, ▍▌▇ ▆▍▊▆▌ ▄▄▇▊ ▍▋█▍▇█▌▅.
eboot
adding chassis gibs
eboot
Rebaked old ice sheet models to fix normal map errors
Polished old ice sheet meshes and prefabs
Updated iceberg prefabs
Material and texture tweaks
eboot
Working towards loading assets only from bundles
Stage resources now loaded from AssetBundles, handling unloading
Fixed some AssetBundles being unloaded / reloaded unnecessarily
r
Unity
▇▌▋ ▌▍▊▄▆▊ ▍█▅ ▊▇▉▊/▅▄▍█▄▄/█▉▇▉▅▅▍▆
eboot
Debug stuff for GetColorForSurface
s Mod
Global AssetBundle refactor
r
Unity
Trigger requests and display the response in a test modal
Swap buffers without fading or flickering
Cleaner and more robust request loop implementation
Componentizing
Update protos
Much better ticking
Render from a list, add some styling
Fix ticking getting stuck
Fix some styling issues
New placeholder image, revert to placeholder image if there's any error
ion_
react
Occlusion culling improvements
eboot
~electrical heater spawns
eboot
fixed ch47 not dropping crates on land
smoke grenade available at compound once again
fixed being able to loot airdrop crates with minicopter
eboot
Cleaning up asset path discovery
r
Unity
Fixed small looting gap at Power plant puzzle
eboot
CraggyIsland cleanup
eboot
Fixed heater placement on metal walls
Fixed heater been destroyed when upgrading walls (metal)
Fixed heater R/W gib errors
eboot
Even more terrain splat impacts.
eboot
water pump sounds
water purifier sounds
water switch & pump sounds
heater sounds
eboot
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
eboot
Added support for 32-bit float wave files
Fixed some cases where assets weren't loaded in the editor
r
Unity
Fix oversized header image when using the fallback image
ion_
react
Remove workaround for keyboard avoiding view - fixes hang when switching between landscape and portrait
ion_
react
Add prevent building volume, not in water and angle sockets to powered water purifier
eboot
Strip client root on water purifier
eboot
Hide Start Health on chassis since it's taken from the item
eboot
Handle chassis health when there are no modules attached, switching out its base protection between an immortal and a mortal one
eboot
Assign Thai's gibs to all modules and chassis types
eboot
swap effect
reverted onion emoji filtering
Merge branch 'master' of SpaceUsurperUnity
swap polish
swap handles when players are dead
r
Unity
Logged in page revival because the browser stays in the app switcher
ionS
erver
Chassis doesn't usually show damage texture effect, but when the vehicle is destroyed, set the damage overlay to full so that it doesn't have nice new-looking wheels on a destroyed vehicle
eboot
Force network sync on destruction. Fixes new lifestate not always getting synced
eboot
Who knows what's going on with these redirects
ionS
erver
Add support for TriggerHurtNotChild volumes on cars to damage AI
Added an AI damage multiplier to adjust the damage specifically for AI collisions
eboot
When the lift moves, since it's just an animation, sleeping rigidbodies on the lift aren't woken and clip through. Wake nearby rigidbodies manually
eboot
Merge MakeVehiclesDestroyable -> Vehicles
eboot
Adjust DAMAGE_TO_GIB again
eboot
Fix gas station fridge door:
- Fix LOD levels 1 and 2 not matching LOD 0 Y angle
- Add missing collider
eboot
Add player.gotosleep command for testing
eboot
Add hitnotify.headshot convar to toggle headshot sound fx
eboot
Rear lights now light up while braking even if headlights aren't on (are on all the time while headlights are on)
eboot
Try fixing local player receiving headshot sfx
eboot
Replace Reserved2 with FLAG_LIGHTS const
eboot
introduction page rewrite
ion_
react
merge from cinematic_tools
eboot
[D11] Fix for bug 149 causing node break effects to be missing textures.
eboot
Pass on powered water purifier sockets, volumes, broken ground watch
eboot
[D11] RTS demo working
eboot
merge from tooltip_fix
eboot
Revert to previous redirect behavior
ionS
erver
update FUE asset
ion_
react
[D11][#3893] Doubled lookat raycast radiius
eboot
Update server side transform on load
Set and reset flags to match existing behavior
eboot
small scope entity material fix and icon update
eboot
Trigger requests and display the response in a test modal
Swap buffers without fading or flickering
Cleaner and more robust request loop implementation
Componentizing
Update protos
Much better ticking
Render from a list, add some styling
Fix ticking getting stuck
Fix some styling issues
New placeholder image, revert to placeholder image if there's any error
Merge branch 'rtasks'
ion_
react
fake data
Add orientation
Merge branch 'master' into Responsive
expo-device, orientation and iPad view
Merge branch 'master' of rust_companion_react
ion_
react
tidy up and remove unused
ion_
react
[D11] Fixed textures with differing override values.
eboot
Fixed regressions with editor asset loading fallback
r
Unity
▊▍▄▋▉ ▋█▌▇▄▊▌▍█▌ ▄▇▄ ▅▄▉█▋▅▅ ▇▄▄▋ ▍▉ ▅▊▉▌▆▍ ▆▄ ▌▍▄ ▅█▅▆▌▆▌▇ ▊▌▅█▉▅▆ ▌▊▆▊ █▅ █▉▉▅█▊▉ ▄▄▍▆
s Mod
merge crash fix & poster command changes
s Mod
[D11] Stop Main Menu music when starting demo playback
eboot
[D11] Disabling asset stripping in release server builds.
eboot
ENT:StoreOutput() works for newer Source Engine map IO format
s Mod
Fixed error spam if Pxc_Texture overlay is missing
SfxManager loads after global assetbundle is loaded
ProgressionManager updates after global AssetBundle is loaded
Fixed error spam if CoreLayer texture is missing
Fixed FindAssetEditorFallback
Fixed a few more AssetBundle errors
r
Unity
▇▄▍▆▋ ▌▊▇▆▊▌▆▋ ▅▋█ ▇▇▆▋█ ▅▍▊▌▌, ▄▇▊▉▄▍█ ▋▆▊▋▄▆▌▇▍ ▅▆▌█▆▇▉▇
eboot
[D11] Disable debugcamera controls when dev tools is open
eboot
Electrical heater 75 scrap to research
Powered Water Purifier 75 scrap to research
eboot
Powered Water purifier now decays outside of building privilege 8/8
eboot
█▋▅▉█▄▆▇▍▌▆ ▍▍▆▍▅▌▄█
eboot
Use the same wrapper for the vending machine markers as the one used for player cluster markers
ion_
react
Fix server images looking very dull
Fix server list issues
ion_
react
Regenerate item data
ion_
react
AsyncButton type fixes
ion_
react
Mocking support
ion_
react
Saved camera debug positions are now in the /camsaves directory rather than the root of the project/build
eboot
~Merge from cinematic_tools
eboot
Fix update and logout button height
ion_
react
Merge from farming2
eboot
Revert to old method of receiving headshot sfx
eboot
Move everything into its own tab and make it more functional
ion_
react
Allow reordering
ion_
react
Show the server name in tab headers instead of a redundant tab title
ion_
react
Created a basic replacement for GL calls to get DDraw working again
eboot
Show a message when the page would be blank
Add dev menu button to open the unknown server modal
ion_
react
Renamed and moved ddrawrenderer
eboot
Cleaned up the custom pass class
eboot
Fix ToggleSwitch glitching out on load sometimes
ion_
react
Ticking improvements
ion_
react
Add a cooldown before assigning a new task to the same player
eboot
Converted all DDraw objects to use DD calls.
eboot
Hooked up DDraw renderer and removed test script
eboot
Merge from DDraw fix
eboot
Merged from DDraw fix
eboot
Started big refactor
A little more cleanup
Fixed phantom shadows in VerticalSelector shader
Started rewriting vertex adding / removing
Create new vertex when half-edge widget is grabbed
Snap new vertices to the grid
Vertex creation refactor
derVR
Merge from DDraw fix
eboot
Tick rate adjustments, don't immediately switch to error screen
ion_
react
Update the server connection info when pairing a server that's already paired
ion_
react
Fix rounded corners at bottom of the preview image
ion_
react
Add a delete button so lewis can hook thins up nicely
ion_
react
Fixed powered water purifier sometimes turning on when receiving water even if it wasn't powered
eboot