106,698 Commits over 3,836 Days - 1.16cph!
Disabling Rust+ from the in-game menu will now tell the server to generate a new app token so anything paired will lose access
Previously disabling would only turn off notifications from that server
Inventory loadout commands now save the players main storage as well as the belt and clothing
Fixed inventory loadouts failing to save blueprints
Fixed inventory loadouts sometimes not applying every saved item
fixed c4 beeping when coming in and out of network range
RF c4 always shows green light
changing frequency on detonator damages it very slightly
changing frequency RF Broadcaster damages it very slightly (unless static)
c4 owner can pick up thrown RF c4 after it is armed
Trees fall in the correct direction relative to c4
RF c4 decays outside of BP range
code/debug cleanup
Can no longer set camspeed to negative values
Fixed some components not appearing in the industrial conveyor filter dialog
horse double saddle model - fbx
textures, material , prefab setup
Fixed some rng issues, discarding instances that overlap
Compile fix for unity 2021
NMS dressing and decal pass
Added more rocks to the warhead area
Added more cover
Scene2prefab
added legs to eggsuit to avoid clipping issues, set up prefab, added female variant and linked to clothing script on prefab
rustige_egg_f anim controller changes so the open/close anims blend properly
rebuilt rustige_egg_f with correct bone rotation to fix egg rotate, anim issues. Glitzed up the icon. Lightened gold material
setup some test weapons for standing rack.
test save.
Added missing oilrig textures
Copy across the underwater_cinematic convar from media_projects, but modify to only disable the bubble effects, wiggle and blue post effects
This will need some manual merging to bring it in line with the media_projects version
Weapon socket position adjust
Smooth interpolation of gun position on clients using GenericLerp
cave_entrance_c .meta file
Don't allow C4 to stick to drones
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Brief over-distance battery fire FX prefab file.
Fixed muzzle_smoketrail_vertexlit not using vertex normals properly
Trying a different method for turret aim control. Use standard eye movement as the basis.
Added 1st person deploy sound for detonator
Change drone to use a box collider instead of mesh collider
Don't allow RC controlling an autoturret while it is booting
Update bandit town hlod mesh to remove the softcore reclaim terminal
Updated m92 reload time to match animation lengths
PlayerInput ApplyViewAngles mounted code refactor/cleanup