250,084 Commits over 3,959 Days - 2.63cph!
Removed second realmed removed incase thats the issue as well
Hopefully prevent battering ram door from bricking Aux2
Merge from cmBrainEnabled
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists)
Convar is saved and defaults to off
December 2024 poster backups
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating
Previously only worked if the local player was in debug cam mode
Humans: improved WalkFast_N
Humans: renamed source files from "Human_Male" to "Human" + split off Run_N into gendered variants
Fix mesh component export
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads
Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
Create menu in editor that lists all monuments so you can easily open the scene
- use codegen to generate menu since unity wants to use attributes to configure their UI
- run codegen after RPC & convars
Also create menu to open monument island & assign a specific monument as the prefab
Another attempt to fix the player corpse not implemented exception
▉▋██▋ ▊▊█▍ ▉▉▉_▌▅▅█▍▋▉▉▉_▅▊▇▋▅_█▍▊▌▍▆▌▊▋▇ -> ▌▋▆▄
▍█▋ ▆▆▋▅▍▌ ▅▋▋▅▊█▌▉▅ ▉▅█ ▍▉▄▊█▉▇█ ▄▉▍█▉▇▇▍▄ ▅█▅▊▉█
- ▅█ ▉█▄██▉▌ ▍▄▄▍▋ ▊▌▅▌ ▉▋▊▌▆▊▆ ▅▌▉ ▄▅▍▌▇▅▌▅▍
- ▅▇▍▉▄▅▉ ▉▇▇▆▇ ▇▆▇▄ ▋▋▇▆▍▅▍▊▍▉ -> ▋▍▆▊▌▌▉▌▄▉▊▆
Call SetHeld(false) before clearing the owner player rather than after
Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
Fixed case where player could hit their own shield with melee weapons
Enabled shield compatibility on:
Skinning Knife
Water Pistol
Candy Cane Club
Flashlight
Concrete hatchet + pickaxe
Lumberjack axe
Shovel
Bone Knife
Frontier Hatchet
Combat Knife
Stone Pickaxe
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
Show whether a gun can be used with a shield in the info panel
Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
Improved the RustIcon picker, it now displays the enum names and let you scroll through all the available options
Fix tint being wrong on track pieces
Ballista constructable ground watch
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open.
Added a UI toggle option for it in the Accessibility options menu UI.
Use ResourceControlWidget for Animgraph
Delete ResourceProperty
Created AutotileBrushControlWidget so you can have a reference to an Autotile Brush via a Property (and edit inline)
[Hide] a few variables that shouldn't be editable
Created ResourceTileControlWidget which allows you to have a reference to a specific tile in a TilesetResource (and edit the tile right from the reference)
https://files.facepunch.com/CarsonKompon/2024/December/18_15-05-SubstantialRaccoon.mp4
Added TilesetResource.GetName() and make Tile.Tileset [ReadOnly]
crate day spawn
can right click minimap, etc
blend file changes, flow, lower main menu music, other unsaved
Log shader warnings and errors back to c#
weapon camera clipping fixes
When generating covers, automatically delete previously spawned sub monuments
Added wheel FX to Ballista
Filter duplicate vertices after spline deformation and before qhull
Clean up and optimize shader
Clamp to viewport again
Fix sort mode on publish page
Delete EnumProperty
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
Get rid of -nwthread, use Channels instead of ConcurrentQueue
Ballista damage redirection
Setup Medieval Metal Double Door Skin Asset File
Game Manifest Update
merge from fix_barricade_placement_excavator -> main