106,717 Commits over 3,836 Days - 1.16cph!
- fixed Arg.GetPlayer() returning first player on server
- fixed ulockall not working on self
- added ability to specify userid after 'resetbp <user>'
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Adjusted update culling ranges for water junkpiles
merge from shipping container props update branch
shipping container models update
rusty material color tweaks
Switch screen size to use Display & save some additional convars
merge rust_metrics to experimental
cherry picking new SC textures
roof blocks polish, lod transition polish
Fixed CLIENT / SERVER switch (accidentally included in commit)
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU
Enabling incremental GC on macOS as a test (other platforms already had it enabled)
Switch to the same placement rotation as the weapon you take from a rack.
Press shift to rotate a weapon when placing.
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
best placement calc fixes for rotation
rotation placement checks
rotation serialization fix
serialize rotation.
protobuf.
made client-side rotation control a convar for testing until I add a keybind.
fixed some left over offsets
shipping container skin wall frame / floor frames models and prefabs
Enabling native Apple Silicon build
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
Fix not being able to place deployables on top of industrial pipes
Added TransparentWithDetail shader to the always included shader list (Unity 2019 version)
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
Fixed some filter pass/fail passthrough issues on the conveyor
Added colliders on powerline tarps - prevents dropped items being hidden
Updated deploy effect for trophy item to better match visual material
Fixed incorrect physics materials on building part gibs
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
Fixed storage adaptor being invulnerable
Reduced ragdoll maxDepenetrationVelocity from infinity to 0.1. Forces limbs that are overlapping to exit the overlap slowly and smoothly. I'm no longer able to reproduce ragdoll jitter in any situation.
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens)
Industrial crafter now needs to be empty before it can be picked up
Electric furnace description tweak
Remove unusued position setting code, since if we ever need to do this on a ragdoll, we should be using rigidbody.MovePosition instead
Increased ragdoll rigidbody solverIterations from 6 to 10, and solverVelocityIterations from 1 to 10. Only applies to ragdolls (client-side). Massively reduces problems with jittering limbs.
Enable projection on all ragdoll joints. Brings violated constraints back into alignment even when the solver fails. Should reduce instances of extreme stretching.
Client-side ragdoll ignores server-side corpse collider on listen server. Improves ragdoll jitter with editor in C+S mode.
Simplified some recursive behaviour on the conveyor
Splitting network thread into two threads (read thread and write thread)
grid helper functions now support rotation.
Removing locks in GetStat, GetLastPing and GetDebug since they're only called from the main thread, which is the only thread that can disconnect the peer
Scene setup for water FX.