106,632 Commits over 3,836 Days - 1.16cph!
Fixed skull trophies showing "unknown" instead of nothing when no skull is present
Animate belt renderer using material property blocks
shrunk the barrels apsule colliders slightly as to not block player movement
added colliders on top roller
added prevent movement volumes to avoid getting stuck in the track space
moved barrels that were intersecting quarry
Prefab backup
New light cookies
Z offset tweak for standing weapon rack
Couple of updated test weapon prefabs
updated miningquarry static prefab with capsules colliders on the animated half barrels
Placement pivot offset tweak for standing rack
Fix weapon rack grid debug drawing to alse use the collision offset not transform
Weapon stand tweaks, reduced slot count, resized grid, moved grid up.
Fixed GetPosition returning transform offset not collision offset.
specific adobe skin construction gibs models
specific destroy gibs for armored stair landings
fixed some wood tier gibs transform rotation
more texture polish to SC skin interior wood
exported quarry track animation with updated scale values at 0.01 instead of 0
cherrypicking facepunch_pool_2.1
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cherrypicking facepunch_pool_2.1
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revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour
merge from infinite_ammo_convar
merge from hackweek_ai_test_arena (just the arena stuff)
Fixed case where redirect skins weren't being counted correctly when evaluating maximum move amounts during conveyor movement and would sometimes move amounts greater than the specified maximum
Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
Fixed the always on top variant
Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
Reworked some internal tooltip stuff to fix some longstanding issues
Tooltips should no longer flash into the wrong location for a frame in some cases
Tooltips now use properly renderered text (RustText)
General cleanup, less GetComponents and removed a SendMessage!
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Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor
Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
Adapted Core/Generic shader to Rust Standard backend
Merge Main -> RagdollRewrite
Merge from hackweek-chat-emoji