193,688 Commits over 4,079 Days - 1.98cph!
[D11] Updated signal grenade particles.
[D11] Fixed LOD issue on junkpile_b.prefab
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).
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
[D11] Unchecked PS4 override for flashlight texture. Likely cause for PS4 flashlight being pixelated
[D11] Portacabins vertex colour fixed
Correctly link items and their entities when loading from save
▉▉▅▄▊█▇▊ ▅▄▍▍ ▅█▅▋▇▄▇ ▍▌▉▇ ▋▆▊▌▌ ▊▅▉▌▄▊▉
▊▋▋▄▍ █▋▅ █▋▆▋▉▅▉▋ ▇▉ ▅▉▄ ▅▇▌▄▊█
▄▄▉▅▌ █▌█▄▊ ▄▇▉▄ ▇▌▄▍▌ ▆▊▅█▅▆▌ ▅▉ █▇ ▍▄▇'▍ ▊▅▍▊ ▇▆ ▊▋ ▉ ▄▇▆▊█▊▆ ▇▌▅▇▋ ▍▊▇▌▍ ▇▇▍▊▊
Make sure vehicle is freed correctly if vehicle lift is despawned
▉▍▋▊▋▋ █▊▍▇ (▉█▋ █▋█▉ - ▌▆▆▉ ▄▄▄▄ ▇▅▉▄ ▉▋▇▆▉▌▉)
▄▇▋▌/▍▅▄▆▊▉▄▉▍ ▆██▅▋▅ █▍▊▉ ▇▉▌▉▇▉/▅▅▅▉▅█▅▅▇/▇▇▄▋▇▉▆▉
Updates for the change in deployed vehicle lift prefab name
Merge from CraggyEaseOfUse -> Vehicles
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
Merge from CraggyEaseOfUse -> Vehicles
Merge from Main -> Vehicles
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
Set Craggy back to daytime
Send an update if any genetics change during crossbreeding.
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
Rough first pass on generic.genes gene type crossbreeding weights
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
[Server] Changed region filter from "NA" to "US" to reflect Rustworks setup - [Server] Changed region filter from "NA" to "US" to match the Rustworks response
[D11] + Cover_e and Cover_d adjusted LOD distance
▄▄▋▇▊▆█▊█▍ ▋▌▄▄▋▍▅█▋ █▌▅▊▄ ▅█▍▆▉█ ▇▄▆▄ ▌▋▉▋▆▉▉▊▉▍ ▅▍▆▆▄▊.
▅█▊▋/▅▍█▊▆▆▇▆▄/▄▉▊▉▍▅▄█▇ ▅▆▍
[D11] Optimised smoke grenade particles.
[D11] + Portacabins LOD distance tweaks
[D11] Altered the size of the Prevent_building blockers in both harbors
Crossbreeding only happens within a planter.
Fixed init, added some packages.
Make Entity.SetLayerPlaybackRate and Entity.Set/GetLayerWeight shared (currently only intended to be used on players as a trial)
Added Entity.GetLayerPlaybackRate (shared)
textures tweaks/add/remove - further cleanup on the way this week
cave_large_hard scene terrain rework
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
▇▌▄▄▋▊ ▉▅▄▌▊▆█ ▆▄▅█▊█▆█ █▋ ▆▄▇█▇▉▉▇▅ ▌▌▄▆▇▆█▆
[D11] Fixed mesh normal issue on file cabinet objects
▆▆▊▊▌▌▊▅▌▅▅▊▄.▆▊▌▊▇▇█▅▍█▉▌▄▋▅▍▍▉▊▄ ▋▇▅▋ ▌▄▅▉▄▅▉▆█▌ ▄▋ ▍▊▉▅▄█ ▇▌▅▋ (▋▅█'▅ ▌▉▉▊ ▇▌ █▅▋▇ ▆▌▅▌▍▆ ▇▆▋█▄▆)
BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
TerrainMap -> NativeArray conversion start.
[D11] Lighthouse z fight fix
[D11] Fix for G2 Bradley's treads and error messages
▊▋▅ ▉▉▉▇▊▆▇▉▋▊▊▅▋▉▆▆▉▉▋▊▋▇▌█▄.▉▍▋▇▄▊▊▍ ▉█▆
▆▋▊▆▍▊▄▅ ▍▆▆▄▇ ▉▄█▍▅▇▆▊▄▇▄▆▉▅▋▄▄.▅▅▄▄▍▋▌█▊▅▇▋▉▋▇▌█▌▍▅ ▊▋▆