114,032 Commits over 3,959 Days - 1.20cph!
moved bar doors folder to dlc folder
small battery output, capacity buff
Updated storage barrels colliders and LOD0
correct pickup/repair item definition
merge from building_skins_4
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Move ghost sheet bone controller onto a separate gameobject instead of on LOD0 so that when the bone collisions are disabled at 25M LOD0 isn't also disabled
Should fix ghost sheet not appearing if player is >25m away from the mesh but the mesh is also large on scree (eg. using a scope or binoculars)
Don't print mission name into chat during tutorial
Oil rig S2P for the new triggers
No respawn zone WIP. Sync to client etc.
Show the chat window but still block any actual chatting while in the tutorial so we still get error messages when placing things
Adding no-respawn icon to the HUD
Potential AttackHelicopterTurret Load NRE fix
Fixed wood and armoured single doors vehicle phys boxes not parented to the rotating hinge, preventing interactions through the doorway for about a second after a door is opened
Don't add the starting delay after placing a sleeping bag when placing the bag on the tutorial island
If a player presses the general respawn button respawn them on the island, not the mainland
Merge from ghost_sheet_fixes
Fixed ghost sheet parachute/arms issue on female player model
Added HuntingTrophy_Large model/materials
New NoRespawnZone trigger type. Added to oil rigs.
Added some info in the inspector for the WaterCatcherCollectRate object, and added the base collection rate there.
Fix turret not setting auth dirty when losing target behind LOS for >3 seconds and when turret is first turned on
merge from main -> trap_optimize
Updated Water Jug to support Charitable Rust 2023
Added forward shadow quality mode variants to select shaders and passes
Merge from particle-fade-mod
Fixed errors and match quality mode to opaque receivers
Readied for the new screenspace features.
Fix server failing to startup due to heightmap being large
Fix cooldown missing from shotgun trap after it fires
Merge from rail_network_link
Merge from experimental (rebase)
reduced patterning on brutalist wall segments
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Fixed opacity mask error in foliage-billboard shader caused by recent changes