107,902 Commits over 3,836 Days - 1.17cph!
player update. created unique m92 pistol reload animation and holdtype override controller for it
Fixed wire slack impacting wire remaining length
Converting building skins to MeshLOD
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Updated Residential Beds Materials, LODS and Models
sign and colision update on radtown gate
Removed some debug logs and unused/temp code.
converting to meshLOD the prefabs that can in Prefabs/Building
merge from fix_teammate_guide_disconnected
merge from fix_radial_menu_not_diagonal
merge from fix_monument_outline_floors
merge from RepairBenchSkinName
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
Fixed IO not being usable inside no build zone
Rolled freeUpgrade into freeBuild
Exposed all of the creative options in the rust editor window for easy dev access
Renamed noBuildCost to freeBuild
FreeBuild mode now allows you to build blocks to a specific grade rather than just twig
Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
Lower inertia tensor for pedal trike, and other driving tweaks
Slow down pedal trike pedalling. Otherwise smaller wheels = faster pedalling
Small ground flame prefab for spreaders.
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
Added creative.freeUpgrade, allows the hammer to change grades downwards
Add some context menu tools to calculate amount of components
- "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy
- "Stats/Hierarchy" prints amount of gameobjects at each depth
Fixed the disappearing skins situation more correctly. Re-enabled "Exclude main light" on the skin viewer camera, so the sun's light goes back to not affecting skin viewer skins. Fixed spot light placement when in-game on problem skins like the neon box, so we don't need the sun light.
Add ability for SceneToPrefab to output to a scene instead of a prefab
- output prefab identical to normal S2P
- after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup
- create a seperate scene for the client vs server version of the "prefab"
- can view all 3 versions of the monument / prefab at once (editor, server, client)
- applies label 'PrefabScene' in output scene
- way faster than normal S2P
Added creative.freePlacement, bypasses all building checks
Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production
Added creative.bypassRepairCooldown
Added creative.noBuildCost, allows free building of building blocks
Don't stall the main thread and apply wire slack job result only when its finished
Removed RendererLOD from wires prefabs, use NotifyLOD instead and hide it in code
Don't update moving wires when hidden
Merge main -> SkinViewFix
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Revert accidental RPG prefab edit in previous commit
Minor UI edit for consistency
float3 instead of Vector3, moving wires fixes
Repair bench UI adjustments
Applied new FX to oilFireballSmall Bradley loot.
New ground fire with smoke prefab for general vehicle debris and timed loot.
Merge main -> RepairBenchSkinName
Fixed priv issues on front
Added vending machine front - multiple fronts can reference the same base machine
Fixed weird offsets
Rebuilt phrases