145,226 Commits over 4,444 Days - 1.36cph!
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill()
- probably not the cause but better to be safe
merge from attachment_charms
Fixed missing UnityEvent attribute on charm icons
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments
Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
merge from water_splash_sound_fix
Restore movement sounds reference on the player model
Fixes water impact splash sounds not playing
Add airfield and supermarket to procgen test map
merge from main -> apartment_complex_monument
Fix `immortalProtection` static field inside ProtectionProperties not being cached on the server (because it was only calling IsImmortal() on client in the item info panel
- fixes server apartment entities not being set immortal
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Cobalt Statue - Minor texture fixes
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First pass on airfield maintainable monument terminals
- 1st terminal increases air drop event timer tick rate (2x speed on countdown)
- 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present)
Will hook into power grid, with fuse "puzzle" to choose between terminal options
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Glass AR - split viewmodel FBX for weapon and magazine, added sequential alpha clip to bullets
merge from fueltanks_wiring_fix
Allow fuel tanks to be connected together
Fix NRE in PhoneController.Server_AddSavedNumber()
Fix apartment upkeep terminal not being immortal
monument blocker - vent. Optimized assets, added gibs, collision & lods
Prevent players from reskinning boxes inside monuments
- fixes being able to reskin apartment furniture
Restored L96 icon rendering settings
merge from analytics_remove_uploader
Remove legacy analytics upload flow and any related code
- v2 is and has been the default uploader method for a while now without issue
- implement depth of field in RRP
- OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
Remove logging "Waiting for player to leave"
Autosnap settings finder will now check each 90 degree angle and apple the max padding values
Fix storage barrel not snapping to other storage barrels beside them properly
assign proper scaling root to spawned charms in skin viewer
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
updated 3p weapon/tool run anims to 16 frames
Add basic object motion vector shader (WIP)
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
update apartment_complex_monument/prototype
Switch between billboard and model (wip)
fix devLocal/WorldCoord shaders missing g-buffer stencil write
Fix 4 boxes not being placeable in a foundation anymore
merge from attachment_charms
merge from contact_lowresasset_fix
Fixed contact mugshot_unknown UI asset using streaming mip maps, for real this time
More billboard work, supports fake extreme distance, temp shader, mat.