1,544 Commits over 1,735 Days - 0.04cph!
Rebuild manifest, should fix missing roadsigns
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
Shrink the wounded/sleeping collider a little more
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
Collider size is now refreshed on bots as well as real players
Fixed dodgy collider in doorway between recycler and main building at airfield
Prevent "Look rotation viewing vector is zero" complaints from hot air balloon, minicopter, scrap transport helicopter
Fixed invisible barrier across airfield rear door
Merge from PlayerColliderMod -> Main
Merge DestroyableRoadsigns -> Main
Merge MoreGeneralBugFixes -> Main
Merge OilRigBoats -> Main
Merge LOD fix from /Vehicles
Adjust reactive target IO positioning again
Commit com.unity.test-framework back to 1.1.1. Looks like 1.1.3 was an accidental commit in
53968.
Raise top reactive target IO a little
Line up Reactive Target IO with its new model
Switch Reactive Target to Electrical item category
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
Fix reactive target scaling
Updated deploy guide for reactive target
Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism
Merge FixGlassMaterial -> Main
Fix cockpit module glass not showing its damage effect
Adjust drive force rolloff
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.
Make DamageShowingRenderers class public
Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage, plus other damage texture changes in DamageRenderer.
Set car window culling mode to Back. Makes it a bit easier to see through
Fix sudden jumps in glossy reflections on car window glass
Merge Glass -> Main. Modular car cockpits now have glass.
Merge CustomCameraScreenshots -> Main (for editor only)
Added the new Focus Local Player option as a button in the Rust Editor window
Increased road sign culling distance from 50m to 75m. Aiming to reduce pop-in right before a car or heli crashes into one.
Set default Quality setting back to six (was zero)
Fixed UIBuffsIcon inspector vars being under an #if CLIENT (cuases NRE when switching to SERVER and back to CLIENT)
Prevent RefreshConditionals being called before the vehicle the module is on has finished spawning
Searchlights now may only be placed on construction (but since becoming IOEntities they also no longer decay)
Fixed the power output change not propagating from the reactive target if the target was shot down
Spotlights now use electricity instead of fuel, require 10 power
Merge reactive target changes -> Main. Reactive targets now have optional power in/out + electrical inputs to raise/lower.
Update BillBTestMap for the new Unity version
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)