137,187 Commits over 4,474 Days - 1.28cph!
Fix the second hotbar prefab not referencing the main inventory
Pool table:
- fix offset deploy guide
- enable pickup, repair
- assign protection and hp
- add cloth surface collider
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Restore recycler change from
158020
Powerplant fuse boxes now zap you if you try to remove a fuse
S2P powerplant
merge from grenade_drop_fix
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw
Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
Make the second hotbar a prefab instead of cloning the normal hotbar
merge from hackweek_nameplate_dist_sizes
Improved ESP player nametag size updating logic
Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing
Update Rust+ section in menu to link to the app when telling you to install it, and tell you if push notifications aren't enabled for the app yet
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
Modify ContainerSourceLocalPlayer so it can override the transform it uses for `ItemIcon[] allIcons`
- the main inventory panel was parented too high and grabbing icons from different panels
- keep the parenting the same, only changing where it's fetching the icons from
merge from main -> editor_hotbar_swap
Don't render the last row of the last row of the main inventory when the 2nd hotbar is shown so it looks better when openinga and closing main inventory
merge from PlayerMaintainedMonuments
move some sockets for better hardside wall placement
adjust darts clearing in multiplayer
Mild cleanup in UpdateVolumeVisuals
merge from automated_testing
Fix turret test failing due to weapon default ammo contents
handle rare drag-on-open NRE
Merge from PlayerMaintainedMonuments/powergrid
Read/write enabled on collision meshes for powerplant fuseboxes
Adjust required fuses for different powergrid stages
Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken
- Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value
- Make heavy fuse item stackable
Update darts with colours for each player
- 1p is blue, 2p is yellow (not red bc it blends with board too much)
- colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props
- improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
merge from BoatVendor_BPchange
Minor balance adjustments.
- Wood dart for blowpipe 40 > 50 damage to match the crossbow (still has falloff at range)
- Blowpipe crafting 25 > 10 cloth
- Collared shirt +3% rad +2% projectile. Made a new protectionproperty asset since it shared with the green shirt previously
- Bucket helmet - Now costs 20 frags instead of 35 so its no longer somehow more expensive than the bucket. +5% projectile +5% bite damage.
Add demo timeline zooming, horizontal scrolling, re-ordering tracks with click + drag, make animation tracks work with rectangle selection.
fixed missing attribute on event methods breaking undo/redo in build
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier
- wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab
Whitespace got lost in the prefab asset, causing the tool to trip up
Tests: ran it, got results
WIP industrial crafter support
Fix demo ui 2 rendering over pause menu.
Updated satellite.trigger to take an optional mass parameter, for easy test of the same mass-based loot used when triggered by a control computer (higher mass satellite = more loot)
Rework satellite loot setup to be inspector driven