13,158 Commits over 2,830 Days - 0.19cph!
Switch Reactive Target to Electrical item category
Merge from Main -> Vehicles
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
Manifest rebuild after merge
Merge from Main ->DestroyableRoadsigns
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
Move roadsigns to Default layer (was World)
Fix reactive target scaling
Set roadsign spawner respawn times
Updated deploy guide for reactive target
Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism
Rebuild manifest to update roadsign IDs
Hide road signs beyond 70m away
- Use a bounds check instead of radius check for IndividualSpawner
- Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
Remove road signs from my test map
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
Move roadsigns to the props folder
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
Merge FixGlassMaterial -> Main
Make glass pane actions client-side only
Clear damage decals on car modules if the car reaches full health from repairs
Disable decals on repair hammer hits. Don't visibly break things that we're repairing.
Remove glass crack hit decals when glass breaks
Move DebugUtil methods into DebugEx
Switch cockpit module glass to the right material
Merge from Main -> DestroyableRoadsigns
Fix cockpit module glass not showing its damage effect
Adjust drive force rolloff
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
Fixed cockpit-with-engine module engine not being accessible when the module wasn't in the front slot. Engine can now also be accessed from inside the module, as long as the car isn't on.
Make DamageShowingRenderers class public
Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage, plus other damage texture changes in DamageRenderer.
Set car window culling mode to Back. Makes it a bit easier to see through
Fix sudden jumps in glossy reflections on car window glass
Merge Glass -> Main. Modular car cockpits now have glass.
Adjust glass strength on cockpit modules
Damage texture now correctly handles renderers with multiple materials
Restore missing glass impact prefab
Added new glass particle FX and assigned them to the car window glass
Merge CustomCameraScreenshots -> Main (for editor only)