116,167 Commits over 3,959 Days - 1.22cph!
Use default skinId for ShadowOnly renderers
Merge from global_networked_bases -> aux2
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
added fall to skydive anim and new state in animator, updated skydive idle loop
Merge from main -> global_networked_bases
Editor screenshot tool wip/tests
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Added more clearance to the underground stations to fit in all train module types
Merge from global_networked_bases -> aux2
Add debug to figure out why trees are not showing as billboards
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
Fix ConstructionPlaceholder not being removed from building blocks
Expand the render computebuffer in 2MB increments separately from the culling array expanding
attack heli turret gibs
prefab update
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setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
Implement compacting array of meshes when expanding but it still sucks
Merge from hackweek-chat-emoji
Fixed emoji's deleting themselves if the character limit of the input field was 0
attack heli turret model
lods and helper setup (parts rotate properly and can be controlled by code)
updated heli prefab (hid the previous turret model)
Added "teleporteveryone2me" command
"Add Parent GameObject" now supports multiple objects. Added warnings if part of prefab hierachy. Preserves previous single object behaviour for single object selections.
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Merge from hackweek-chat-emoji
Cleanup
Emoji gallery will now respect the maximum character limit of the input field it's attached to
Finally fixed caret position on input fields not being properly set to end of string when selecting an emoji via the gallery
Emoji compatible Input fields will now remove the greyed out text if the input field does not have focus
Fixed a pooling issue with the emoji gallery on the vending admin panel
Decrease opacity of emoji autocomplete box in the chat window
Add a custom inspector for TmProEmojiInputField to avoid having to use debug mode
Added a new RustInput.Normal.Emoji control, same as regular input field but with emoji support
Added emoji support for clan motd and member notes (has a few issues, might make some changes on the emoji branch)
Merge global_networked_bases -> aux2
Add "remove instancing" menu option to remove instanced rendering from prefabs
Remove instanced rendering from TC (DeferredMeshDecal)
Merge from hackweek-chat-emoji
Allow emoji's in the pre colon portion of the string when using add2
Renamed :torch: to :light:
Fix autocomplete NRE when highlighting an option and updating the text input
:sunglasses: is now :cool: to prevent clash with existing sunglasses item
Some asset renames
Update dance emoji, 37% more style
Added :scientist: emoji
Merge from worldmodelupdates -> worldmodels
Code support for different dropped item models based on stack size
Merge from global_networked_bases -> aux2