240,704 Commits over 3,867 Days - 2.59cph!
merge from scope_laser_mismatch
merge from base_decor_DLC
Cleanup, update flags based on material
Corrected trimsheet surface properties
Disallow bathtub and minecart planters placement under half hight floors
merge from main (with conflicts)
merge from save243 - Staging wipe
merge from rail_network_link
Leaderboard backup, run #6941
Minor rail road planter fixes:
-Adjust prevent building volume to match regular planter exactly
-Moved colliders out of the art root, as that only exsits on the cilent
-Fixed incorrect repair target
-Fixed incorrect item icon
-Auto assigned box gibs
-Put colliders on Deployable layer
Add experimental/temporary ragdoll capabilities
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
Compile fix, don't save headshot locally
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
Adjust wanted poster positioning
Hammer: Fix crash trying to simulate softbody
Marge main -> experimental
Merge DroppedItemsOnVehicles -> Main
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
The torch holder now emits the same amount of light regardless of what torch is inserted into it
Involved prefab changes to all torches
Merge main -> experimental
IsVRHeadsetAvailable, test showing a button in menu navbar if VR headset is present/available
Merge DroppedItemsOnVehicles -> main
Digital / skeletal / pose action data + helper funcs for retrieving all action data
Increase torch holder deploy height again
Fixed inventory player model not resuming animations after a headshot is taken
Fixed duplicated sketches across deferred mesh decals
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Show nametag on large trophy
Show translated animal name on trophy
Show count of trophy on the name tag
Fixed some scientist submit issues
Test map wagons and stuff
Remove tracking every item on the server
Instead, get the ammo count from the held entity when calling Item.Save()
Fixed poster sketch tinted red
Fixed server not loading wanted posters
Show all contacts in the wanted poster popup, not just contacts marked hostile
Reapply right foot ik curve to kick anim
Exposed and renamed fields on double door (KickAnimationDelay, PushAnimationDelay)
Added and exposed a delay if the player is holding something (WeaponAdditveDelay)
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots