140,511 Commits over 4,505 Days - 1.30cph!
Converted cctv cameras and windmills
Tesla coil and igniter tests
Merge from sprinkler_fixes_aug_26
Added white boomer firework so pack icon doesn't look misleading
New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant.
will need a look over
Nexus connect modal fixes
Fix MaxPlayers being wrong after my changes
fixed jungle primitive loot box gibs not using the proper material upon destroy
Converted water wheel, added some tests
fixed gibs for the crate_basic and its gib colliders.
merge from f1_menu_category_sort
Merge from m15_modslots_fix
re-exported crate_basic so the scale is zeroed out
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler
- buffer in queue, swallow on main thread and feed into normal logging callback
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
Optimize conditional models to only refresh if they are changed
- fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
Minor render library improvements
* Potential optimization for render.ResetModelLighting
* render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights
* Fixed compile warnings
Potential crash fixes
Micro optimization for Lua matproxies
Minor cleanup in spawnicon rendering
Added player_manager.RemoveValidModel
Adjust player model categories
* Remove 1 and 2 model categories.
Apply localization to DColorPalette right click menu
ColorToHSV does not truncate hue to integer
* This prevents loss of data when converting the color from HSV back to RGB
* This is consistent with ColorToHSL
Added "Copy to clipboard" option to DColorCube/Mixer
DNumSlider adjustments
* Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools)
* Added right click menu to the slider to reset and copy the value. This should help players find this ability
Increase Hydraulic speed slider range so its default isn't out of bounds
Use DermaMenu for DBinder right click
* Includes reset to NONE and reset to default options
* This is less prone to screw the player over by right clicking around
Fixed suit admire animation being invisible
ordered f1 menu category buttons alphabetically
Sort by the translated button label instead, so the list reads A-Z
editor_multiplayer -> main
- Final name cleanup
- Fix performance logging NRE
- Hot reload fix
Custom FP Scenario dropdown to replace the default Unity one
- Renames/improvements
- Fix few more second client NRE's
- Crosshair NRE fix
Fixed not being able to transfer water into the held water bucket via the UI.
Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
add a scroll fade/gradient to tabs
removed unnecessary prefab
Added test_physmat_cube_COL, a per-face physics material test asset
Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave.
6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
merge from flex_color_picker_fixes
Update: consolidate OS specific calls to RustNative
Still gotta build and test linux and mac, gonna do that tomorrow
Tests: ran temp scene
Reverted previous idea, now using a better way of fixing it
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Move code around, don't unload filestorage since domain reload should handle it
merge from automated_testing
Simplified battery console commands
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
TeslaCoil, SolarPanel, FuelGenerator cleanup
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Removed all the old IO code from the battery class (feels amazing)
Update: disable Unsafe.UseMultithreadedScripting on CLIENT
- codegen
Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later
Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
exported updated glass ar admire anim
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP