114,076 Commits over 3,959 Days - 1.20cph!
Train tunnel rail entrance terrain setup
merge from uv123-tangent-basis-fix
merge from /building_skins_3/building_skins_4
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
Merge from /main/deckard-render
Fixed dof_deckard convar logic
Fixed NaN and Infinity in some cases due to undefined/zeroed params
Matched deckard sensor size list to our existing sensor list
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
merged from terrain-shader-fix
merge from building_skins_3/building_skins_4
merge from tc_layout_update
Corrections and renames for existing materials
Added additional props + prefabs
Surface materials - for flatlay renders
Only allow players to place walls at the correct rotation, no soft side facing out
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides
Add a specific mount stage to the final mission
Merge Main -> Experimental
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Switched my inventory loadout back to standard rocket launcher
Harvest pings can now be changed per objective so different resources can have their own pings
Swap craft bow and craft bandages objective
Heal objective now just requires the player to use a bandage
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does
Ensure stream position is correctly offset when writing strings & variable length int
Merge Main -> Experimental
Removed accidental include
Merge Main -> Experimental
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Merge from /main/deckard-render
Added Match Main Camera toggle to sync settings with in-game DoF + removed auto focus option + added dof_deckard convar
Separate tutorial bear AI design.
Sensor size matches main camera by default
Grouped settings with foldouts
CollectibleEntity and RandomItemDispenser can flag individual items as excluded for the tutorial.
Disable hemp seeds, worms and grubs for Hemp, when in the tutorial.
Minor edit to SceneLoader; formatting
Gave SceneLoader some extra checks and scenes, plus keyboard shortcuts. Removed "Open Bootstrap Scene" from the Rust Editor menu and moved it to the new Scenes menu.
Don't show the tutorial highlight in the crafting menu if the item is in the crafting queue
Refactored the crafting queue UI component to reduce allocations
Fix exception when finishing tutorial
Don't show bag count after placing a sleeping bag
Various typo fixes
Merge HomingMissileLauncher -> Main