127,923 Commits over 4,109 Days - 1.30cph!
Merge from cave_large_sewers
Glow plane fix.
Bandit S2P
[D11] [UI] items you can't craft due to workbench requirements should now also grey out in the crafting list
Split dredge windows into separate game object / bandit town scene2prefab
[D11][Tutorial] Fix for issue #566, added warm coat and food to mountain loot container
[D11] DTLS PS4 plugin integrated.
[D11] Updated Building Planner description string
[D11][Tutorial] Fix for issue #1744, craftable tutorial items are now locked until their respective objectives are started
[D11][UI] [#1886] Able to swap attachments by moving attachments over (and swap invalid attachments)
[D11] Updated Corn & Pumpkin seed descriptions
[D11] Ensure active Auto Turrets can only be looted by authorised peeps. Inactive turrets can be looted by anyone.
[D11] [UI] fixed a problem where the queue nav prompt wouldn't update if the queue closed due to being empty
[D11][Tutorial] Fix for HUD parts not being hidden in tutorial
[d11] Async skinning on a define D11_ENABLE_SKINNING_OPTIMIZATIONS so it can easily be disabled.
[D11][Tutorial] Changed sorting order of tutorial canvas
[D11] Increased priority on 'Pickup' command when interacting with objects whilst holding a hammer
[D11] [UI] improved the jiggle when you need a workbench, and added a jiggle to the ingredients. fixed nav bar not disallowing craft when you don't have a workbench
Fixed RUST-296 (ServerInfo popup panel stuck on front)
Fixed RUST-297 (Workshop items not populating when first enabled)
[D11] Control adjustments for zero deadzone
[D11] [Tutorial] Wooden Fence for Tutorial.
Changed Checksum to use a fixed size pre-allocated buffer
[D11] Scrapman - extra debug logging
Culling volumes for the 3 regions.
S2P
Release candidate.
Remaining issues cleared.
Delete cached maps if there is a checksum mismatch
Fixes for map compression
Lighting prefab.
Scene s2p.
Last bit of lighting.
Possible fix for Fusebox
faster loot fix for inserting items into loot
[D11] some minor script optimisations - remove double sorting of traces
[D11] some minor script optimisations - missing loop breaks and using GamePhysics.TraceAll when GamePhysics.TraceAllUnordered would suffice.
[D11] a couple of fixes to enable the occlusion based visibility code on console
[D11] [Audio] Reverts map zoom fx to every press of the button
[D11] Reverts zoom oneshot to every press of the button
[D11] [Audio] Map zoom loops
[D11] [Audio] Map zoom loops
Updated old translation strings on ceiling light on/off actions
[D11] Updated some Reporting Flow popups to improve the spacing
[D11] [Audio] More reverb tweakage
[D11] [Audio] More reverb tweakage
[D11] Updated priority order on bed quick actions