131,777 Commits over 4,262 Days - 1.29cph!
Adding viewmodel rig for new m92 refresh model
Fixed oil rig world space canvas never being culled (has been stomped at some point)
S2P both oil rigs
wallpaper.tool entity edited. uses r prop instead of r hand
Merge from finished_boat_hammer.
Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer.
Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
port PostOpaqueDepth to RRP, prerequisite for water
Fix 2 NREs with Indirect Instancing enabled
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global
* Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers)
* Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
Fix cell mesh sizes at each LOD
Fix palm tree trunk displacement
Fix wind attenuation issues with displacement causing jittering
merge from space_station_weapon_skin
Corrected material merge fuckery
merge from space_station_weapon_skin
merge from spacestation_storepages
Added space station building skin store media
Magnet crane can now sleep
Seems to take a couple of tries to actually settle once a player dismounts
Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled
The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
Merge from farm_plant_respawn_fix
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
Frankenstein monster 1&2 repose
Further fixes to make sleeping bags work with steam nicknams
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
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Fix new scientists having visible healthbar unlike old ones
add subtype to darts, revert attempt to change amount text component to RustText
Bespoke skinviewer lighting rig for the space LR-300
Added Space LR-300 store page media
Updated description
made wallpaper holdtype override controller and 3p wallpaper anims
merge from deepsea_island_shorewetness_fix
fix shore wetness on deep sea islands
Merge from temp_mesh_instanced_particles_fix
Codegen (ResetStaticFields stuff)
merge from deepsea_physicsbounds
deepsea.enabled false now restores the previous physics bounds (0,0,0 - 5000,4000,5000)
- reset scale to 0.7 (caused issues at 1 when scopes were applied unfortunately)
- re-positioned ironsights due to scale reversion
- sped up deploy to match lr300 deploy timing (fixes weird lerps when going straight into ADS)
Fix odd cannonball loaded position, move it to the back of the barrel.
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
merge from deepsea_portalloading_fix
RHIB and PT boat loot pass 3
Fixed the same race condition issue with ActiveIslands ActiveGhostShips ActiveFloatingCities and ActiveRHIBS
Was causing potential issues with deep sea missions
Fixed deep sea loading racing condition
Portals could be loaded before the deep sea manager even existed, causing the manager to never get his portal refs
Fixes players teleported back to the shore when leaving the deep sea