126,678 Commits over 4,109 Days - 1.28cph!
Skin loading UI shows when it's actually supposed to (and doesn't show when it isn't)
Loading screen UI, fixed sizing etc with a change of UI type
Loading UI basic text and correct sizing
Merge Main -> SkinViewer again
Adding ItemStore item prefab
Show weapons on back on the side of backpacks
Changed padding on oilrig diffuse textures to improve compatibility with old assets
Updated oilrig_trims_raw_clean, oilrig_raw and oilrig_trims_alt textures to match recent changes
Comment out debug gizmo code.
Additional checks.
detail texture tweaks
replaced cobblestone road textures with something higher quality and better feature scale
material tweaks
Deleted metal detector UI code and prefabs now it is not used.
Added an additional client-side check before requesting flags.
Couple of extra null checks to be safe.
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Re-order some checks to avoid a raycast in some situations
Added a link directly to the flag collider so I can remove a GetComponent
Removed some now unused code.
Removed a couple of double gets.
merge from
91744 Skin bundle update
Merge from main -> backpacks
Fix backpack inventory panel visible by default (should be hidden)
shifted decal layers around for some materials to avoid projecting out of context
random color detail map and mask for rope bridges (for a splash of color)
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Fix loot panel for backpack dropped in world showing `Loot` instead of `Small Backpack`
Don't drop the backpack off a player when they die in safezone
Block stealing other player's backpacks inside safezone
Also block looting other's backpacks inside safezone
Fixed dropped items not always recording the steam id of the player that dropped them
rope bridges set LODs, colliders, prefabs
Show `Hold [USE] to pickup` instead of "hold to open radial menu" when looking at backpack on the ground
merge from demo_clothing_scrub_fix
merge from spraycan_ownerid
merge from rustige_egg_f_fix
merge from bardoor_swing_fix
Min/max item counts.
Test loot update.
merge from door_vehicle_phys_changes
Support biome/topo specific loot
Speed up open & close inventory animation
Reduce strict time limit back down to x3 frame budget
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container
An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process
Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build)
Fixed some cases where the strict time limit wasn't being enforced properly
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin