157,253 Commits over 4,566 Days - 1.43cph!
Set a bunch of textures to non readable
Update: meta changes for some(?) textures on reimport
Tests: none
Update: patch ugui fork to keep up with API changes
Replicated relevant code from upstream package
Tests: editor boots
Update: automatic package upgrades
Tests: none
Lighthouse rework WIP.
Lighthouse now needs repairing, like the airwolf helipad.
Repairing it restores the light and opens the deep sea.
Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
merge from server_packet_capture -> main
merge from boat_dismount_points_preprocess
Add `packet_capture` command to capture outbound packets on the server
- will capture up until a certain size or time limit is reached
- writes to disk with 8MB buffer
- intended to allow capturing network data so we can simulate optimizations on the raw data
- no overhead when turned off
rust 13th birthday cake;
- textures added
- icon updated
- material updated
- prefab updated
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block
Authoring is the same in the prefab but the transforms can now get stripped during preprocess
Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
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merge from render_pipeline_testing
implement texel density vizzer in RRP
don't render water in preview cameras
merge from boateditmode_priv_fix
Fixed client showing boat privilege for edit mode boats you have no auth on
Budget group-change entity snapshots to fix client stutters when loading grids with large bases.
The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway
New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
Canvas/UI gamepad optimisations
biofuel_generator_anim_fixes -> main
tattoo shader fixes
- fix player looking hella dead
- fix tattoos cappe at 65% opacity
also lowered brush max size again, 0.5-3
added seagull flock mesh, textures and material. created a seagull flock prefab
Hook missing cow and sheep eating variants, and sheep happy canter
merge from 3p_idle_throw_grenades_fix
Set up custom offset in alien costume
Prototyped added custom bone option in wearableholsteroffset override
Uses GetTransformSlow so we can use it with the bone retarget component
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Remove support for direct connections to the Rust+ websocket, not used anymore
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
merge from deepsea_unloading
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded)
Traveling back and forth was still unloading it
Remove unneeded CausedBy function
Fix 3p grenade throws swinging out to the side when standing still
- turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it
- added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim
- covers throwing your last grenade, where the entity is destroyed mid-throw
- dangle now only applies to genuinely empty hands, same as before the subsystem migration
Updating nailgun viewmodel rig with updated mesh
merge from ui_misc_optims
Update supported shaders list
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Fixed some store pages referencing assets from other packs, copy pasted leftovers