139,671 Commits over 4,505 Days - 1.29cph!
Simplified proc map for quickly testing tunnels
merge from water_wheel_gibs
re-adding removed gameobjects/scripts.
Pool animation updates to fix hit animation issues and loops
added small shark world model and lods based of shark.
updated small shark .item to properly reference worldmodel.
now drops a small shark instead of burlap sack, in line with other fish.
Merge from satellite_crash
merge from footstep_frequency_fix
Restore stomped player sprint animation speed value, fixes footsteps playing too frequently
Moved another UI file before starting UI cleanup
Move UI scripts to own folder
Fixed the jacket alpha cutoff in builds
Fix for console error on gibbing water wheel
Satellite crate fire duration 5 minutes, wreck fire 8 minutes
Dartboard category Electric > Fun
Pool table category Items > Fun
Thruster module category Resources > Components
Fix wolf headdress despawn time being 5m after skins setup
Fix horse saddle sounds not playing
Move CrashTargeting struct to its own file
Final pos/radius save tweaks.
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
merge from masterkey -> main
merge from playermaintainedmonuments -> masterkey
Code to ensure player is looking at the lock while opening it
- starting with being extra strict but I think I'll be more lenient later
Add icons for up and down
Add keylock position to door prefabs
Additional events for IO entity connectivity.
Re-removed powerplants green room recyclers
Adjusted red recyclers position
Ran s2p for powerplent
Add further events for chinooks and satellites.
Stop sending vending machine and event map markers (cargo, heli, travelling vendor) to Rust+
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Move apartment door menu options to new file
Relit building A in Launch Site for the control panel update.
Adjusted LOD distances for blueberry collectable slightly to be more forgiving on medium setting.
Fixed honey bandage SFX's not firing. The file path was stale and is now pointing towards the default bandage so the SFX's can be reused.
pool:
- fix player appearing away from the table
- possible fix for pool cue mats appearing white in build
Merge from satellite_crash
Disable satellite crash remains fire FX + lights when the wreckage has cooled.
Uses another flag, for network/disk persistence
Fixed honey bandage name and description not appearing
Added to tier 1 workbench underneath the bee grenade
Cleaned up some file naming
Control computer inventory size is now dynamically set based on powerup cost, so it can always hold enough items. (since we added targeting module).
Separated crate+wreck "too hot" timers, made them tunable convars:
satellite.crate_fire_duration (10 minutes default)
satellite.wreck_fire_duration (15 minutes default)
Add Aiming Module to launch costs