198,750 Commits over 4,140 Days - 2.00cph!
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.
Fixed being able to connect a water purifier to itself
Fixed powered water purifier not loading child entity properly
Update manifest
Fixed engine performance not updating immediately when engine internal items change or break
Fixed deployed vehicle lift not being repairable
Clear use flag on load for onlyOneUser ContainerIOEntity. Fixes vehicle lift getting stuck as "occupied" if it was being used during save. Behaviour now matches StorageContainer.
tweak table textures/uv
WIP table LOD
Fixed pickup/repair on combiner and purifier
Standardised prefab names for water pump and fluid combiner
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.
Added TerrainCollisionProxy scripts to modular cars. Can now enter the Launch Site ditch correctly.
Merge from Main -> Vehicles
Mark WaterPump as a gravity source
Fixed pickup/repair items on water pump
Increase water storage on pump from 500 -> 2000
Cache MaterialSwap instead of GetComponent every frame in LookAtIOEnt
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.
Set Reserved4 to true if input 3 is enabled on combiner
Revert construction changes that are no longer needed
Various cleanup
▋█▇▊▄ ▍▆▆▌▇▇▄▇▍▊ ▆▇▆▍ ▉▋▋▋▉ ▊▉▆ ▍▍▋▄ ▆▍▉ ▉▌▄ ▌▉▇█ ▋▌
Reapplied sprinkler prefab changes that were stomped in merge
▉███▉▅▌ ▆▊▊
▍▆█▋▊▄▅▄ ▋▊█▆▄▄
▊▅▊ ▋▅▋▇▊▌▆▄█▋▄▌▊
▋▍▅▆ ▉▅▄▋▌ █▋▄▄█▍▆▇▇▌▇▉▄
Improved metal impacts.
More file sorting.
▌▌▅▉█▇▋ ▋▉▇▇▅▆▄▇ █▇▉ █▅▆▄▉ ▍▋▇▍▅▊
Footstep effect optimziation WIP
Snow gibs run a standard snow material and diffusion profile
Footprint filtering & texture size optimization and consistency.
footprint decal aren't randomly scaled all over the place
merge the fixes from main
Entity.Remove() no longer sets FSOLID_NOT_SOLID while in a Physics callback
Possible fix for occlusion respawn warnings and also wait for textures to load before hiding the loading screen
Tracer & spark effect prefab redundancy cleanup and filename organization.
[D11] [UI] Removed untranslated report option from server report popup.
[D11] Modified "Report console meta's"
Hardiness genes now boost temperature happiness
Disable removal of particles from game.CleanUpMap()
[D11] [UI] Fixed death marker tooltip not translating correctly. Fixed overlapping text on Quick Chat menu in certain languages.
[D11] [UI] Fixed typo in boot screen beta text.
[D11] Rustworks environment detection. Maintenance check. - [D11] Rustworks environment detection. Maintenance check.
[D11][#3805] Reactive targets no longer have any decals when hit by a hammer.
[D11] Bump BETA version numbers for PS4 and Xbox One
[D11][UI] Fixed issue with bootstrap scene
[D11] [UI] Default Language acquired from platform fix with bootstrap dependencies.