113,146 Commits over 3,928 Days - 1.20cph!
Merge from bradley_scientists
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya
Set up appropriate offset on minigun and disabled the FadeInTime
swapped computer station for cctv desk in oilrigs
merge from sat tube branch for CCTV desk
Increase scientist timeout
merge patrol_helicopter_revision
Removed a few sneaky logs
Codegen
re-enabled detail layer on distant crates LOD
Fixed flickering on overgrowth billboards
merge from silo_elevator_door_fix
Add a ladder volume to harbor_crane_static
S2P both harbors
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
Lift the bike a bit when holding sprint. To be improved (though engine limitation prevents us from doing full wheelies unfortunately - wheelcolliders always raycast downward with respect to parent rigidbody orientation)
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
Potential fix for some elevator doors in NMS not working after a server restart
Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes
This was resulting in a new, overlapping door getting spawned every time a server saves/loads
Comment out ping estimator editor spam
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Add ViewmodelCameraAnimation component to the minigun viewmodel
Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
Adjusted rotation of static crane on harbor_2
merge from toolcupboard_retroskin
merge from fix_ping_estimation_null_tags
merge from fix_server_demos_disk_quota
Subtract
94930, there is now a more general sign fix