194,091 Commits over 4,079 Days - 1.98cph!
Merge Main -> Attack Helicopter
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▊▄▋▆▇ ▇▉▉▍█▍ '▌▄▆▉' ▊▆▋▆ ▆█▅▍▆▊▅▉▄▍
Fix small sign deployment not working on all walls
Added ToolObj:GetClientBool
Improved Eye Poser (Community Contribution)
Improve TOOL.Information display
Should be tiny bit faster and doesn't modify TOOL.Information
Added ToolObj:RebuildControlPanel( ... )
Easy way to rebuild control panel, no need to hardcode tool class
Cache convars created by tools and use them in GetInfo funcs
Use the cache in ToolObj:GetClientInfo/ToolObj:GetClientNumber/ToolObj:GetServerInfo in appropriate realms
Faceposer uses new function
Procedural bunker entrance mesh and prefab
Change the mushroom icon to red instead of brown
Updated Prefabs for Store page
Update ghost model rotation immediately after changing rotation
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Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch)
Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers
Attached sprinklers can still fully drain a liquid container
Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
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Layer collision enabled for Ragdoll vs. Prevent Movement
Cherry-pick ragdoll maxDepenetrationVelocity edit
Increased maxDepenetrationVelocity to 2.0
I couldn't get ragdolls working in scrap heli without parenting. Thankfully scrap heli seems to handle item and ragdoll parenting much better than cars or HAB do, so enabling ragdoll layer parenting on scrap heli here.
Increase distance daisy chained water catchers can deposit their newly created water
Fixed chains of water storage entities sending excessive entity updates when chained together
Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities
Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
Merge RagdollImprovements -> Main (this is a branch-level cherrypick, not a full merge, so no PhysicsLayerRevamp content comes with it). Might as well start testing these early.
Merge RagdollImprovements -> PhysicsLayerRevamp
Replaced conveyor toggle input with Turn On and Turn Off inputs
Cleanup
Modified save data structure
Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
Refresh vehicle glass mat
Improved DAdjustableModelPanel movement (Community)
Removal of hard-coded keys
The cursor is no longer displayed when moving
Fixed a bug where the pitch did not stay between -90 and 90 degrees, which resulted in an inverted yaw
Space and control keys are no longer relative to viewing angle
Replace a few other instances of string concat with format
For where SendLua is used
Get rid of the "Sorry! You can't spawn that NPC!" message
NPCs spawning is the only thing that does this, and it doesn't make sense
Toolgun improvements (Community)
toolmode_allow_ convars are now properly replicated to clients
Fixed Holster being called twice in the name of releasing ghost entities
Fixed a bug where the toolgun does not call Deploy on the first tool that is selected
Added EP2 vehicle radar material fallbacks
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Add item filter on quarry fuel storage to only accept diesel
Disabling graphics jobs on macOS as a test (crash investigation)
Removed map name from being searched when using server browser, will still show
- fixed Arg.GetPlayer() returning first player on server
- fixed ulockall not working on self
- added ability to specify userid after 'resetbp <user>'
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Adjusted update culling ranges for water junkpiles
Fix Lua error from a Pull Request
String extension optimizations (Community Contribution)
Added string.Interpolate (Community Contribution)
Faster string path extension methods
Do not use string metatable methods in string extensions
Apparently its faster this way
merge from shipping container props update branch
shipping container models update
rusty material color tweaks
Switch screen size to use Display & save some additional convars
merge rust_metrics to experimental
cherry picking new SC textures
roof blocks polish, lod transition polish
Fixed CLIENT / SERVER switch (accidentally included in commit)
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU
Enabling incremental GC on macOS as a test (other platforms already had it enabled)