137,338 Commits over 4,474 Days - 1.28cph!
apply prefab changes to scene + S2P gas station
merge from codeanalyzer_getwrapperattrib
Applied PoolAnalyzerGetWrapper attribute to a couple of clan methods
gas station fixes & updates
- fixed no power using backup generator
- fixed issues with control interactions collider
- fixed(?) cars lerping from underneath the ground when doing the magnet movement
- added colliders to destroy the car if it is being pressed into the ground or ceiling with the lift movement
- manifest
- Add toggle to cast shadows in sandbox lights
- Fade out dolly cameras when you get too close to them
- Add a "open export folder" button in the export tab.
- Automatically switch to dolly view when exporting.
- Fix spacebar not pausing/resuming demo when in dolly view.
merge from gamemode_tag_active_fix
merge from editor_hotbar_swap -> main
Cleanup redundant UIBeltSecondRowPreview.cs
Fixed blurring fade when closing the menu
Before: https://files.facepunch.com/raul/1b2211b1/22_19-53-RigidOropendula.mp4
After: https://files.facepunch.com/raul/1b2211b1/22_20-02-JealousMassasauga.mp4
Fix gamemode server tags being active by default in the UI, causing them to be visible while the state was still loading
Add undo/redo to demo2 ui
Default satellite client positioning changes to off.
Default flat land serverside gating on.
Merge from terrain_renderer
changed SculptingToolData from mono to static helper class
rewmoving now-redundant SculptingToolData PrefabAttribute
Merge from terrain_renderer/holes
mark ice sculpture as hidden
cleaned up tooltips and icons a bit in the sculpting gui
Remove some left over logging, and testing holes from foundations
merge from PlayerMaintainedMonuments
merge from buried_item_null_checks
Fixed ownershipShares NRE happening on modded servers with higher stacksizes
Merge: from codeanalyzer_getwrapperattrib
- Update Rust.CodeAnalyzer for PoolAnalyzerGetWrapperAttribute support
- Bugfix 4 pool leaks from above attrib
Tests: compiler simulator passes
GetExtrapolationTime tweak
Bugfix: fixup pooling errors in 4 places - 2 in WireTool, BaseAIBrain and CommunityEntity
- added a bunch of PoolAnalyzerNonCachingAttribute to BaseAIBrain calls working on proto types
Noticed 2 cases where analysis escape didn't trigger like it should've
Tests: none, trivial changes
Merge from PlayerMaintainedMonuments/powergrid
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Change min region size to meters, include oom logs
Merge from PlayerMaintainedMonuments
Fix for powerplant steam being visible when it shouldn't
S2P powerplant
Remove old placeholder explosion/effect, use new one.
Update: update CodeAnalyzer with support for PoolAnalyzerGetWrapperAttribute
- tag NetRead.Proto and ProtoDelta with it
Tests: editor compile shows 4 pooling errors
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
Fixed holding [USE] to open the sculpture editor drawing an unintended line on the structure as it opens
Fix tile bounds height being too larged when passed to create heightfield
Adjust calf walk speed to 0.58
puzzle zoo test update. fixed some connections (set input & output slots from 0 to 1 ) and got ris of the electric part connected to the kinetic puzzle
adjust push velocity for short time after sculpture edit
merge from CollaredShirt0
Fix terrain holes when toggling RRP by switching materials
Fix foliagegrid when holeMap is unavailable
Add distance check for hole mask sampling
Remove redundant interpolator from terrain shader
overlap censor bounds to avoid nasty visible grid