200,682 Commits over 4,171 Days - 2.00cph!
Slightly larger PreventBuilding volume around missile silo monument
merge from pylon_cave_fix
merge from sentry_quit_tag
merge from keybind_system_2
separated glass from rest of the meshes - ferry terminal exterior and interior building
Testing out some approaches to removing some unused mesh assets in server builds
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)
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Restored RequestRespawnInformation RPC on player - this is still used when campers are in a players respawn list to update their position in real time
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Basics of driveable tugboat vehicle set up. Includes item and icon. Manifest update.
Updated cinematic gestures to allow crouched movement
WIP guide meshes for floor and foundation build blocks - indicates the texture's tile direction
Use .position instead of MovePosition for ragdoll
Added a button on the layer widget on the right to toggle respawn options on/off on the map screen
Experiment - move vehicles using rigidbody MovePosition and MoveRotation, instead of directly teleporting. Keep a (kinematic) rigidbody on the client. This was an experiment to see whether this would get the behaviour of physics objects on vehicles to more closely match their behaviour on the server. Unfortunately it does not.
Make a png version of the colour lookup, solves the final pixel being read incorrectly
Shipping container colour lookup now uses a texture sample on the COlour lookup asset (editor only, caches the colours for runtime)
Prefab backup.
Streetlight detached prefab iteration.
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Started moving "Core/Foliage" to Rust Standard backend
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Simplier attempt to allow binding of skin_next & skin_prev without a whole new system
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merge from steam_nickname_fix
merge from genetic_sell_clamp_2
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
Reduced micro-occlusion range from 3% to 2% + pre-calc
Transmission nomenclature
merge from main -> keybind_system
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fixed triangle foundation and floors stairs sockets being offset VS square blocks