32,160 Commits over 4,018 Days - 0.33cph!
Hooked up SiftRaft_NoPaddle mount pose
added sit_raft_nopaddle anim and hooked up in player animator
Lowered kayak colliders for better foot placement
Fixed incorrect repair costs on kayak
Removed unused damage renderer component
Adjust seat positions to reduce clipping
Fix gameplay fov setting conflicting with debug camera fov setting while player input is being processed (unfreeze mode)
Fix the storage monitor providing information even when it's not powered
Speculative NRE fixes for Gibs
Merge from animator_optimization
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Marge from canoe (craftable kayak + paddle fixes)
merge from door_controller_tweaks
Merge FixGlassMaterial -> Main
Fixed not saving deleted connections during an autosave
Auto save dialogue graph when making a new connection or deleting a connection
Update dialogue graph style sheet to remove pixel warnings
Added token/english labels to choice ports
Added an error message if a dialogue node has no shortname when saving (but still save)
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Merge from storagemonitor
Codegen (IOEntity.Server_RequestData now has CallsPerSecond check?)
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Reduced paddle crafting time
No longer find healing tea in food boxes
Reduced Paddle melee damage
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Merge from heli_global_toggle
Merge from demo_filestorage (signs should now appear in demos)
Fix cockpit module glass not showing its damage effect
Adjust drive force rolloff
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
Increase minimum node size
Exposed the action string field to the dialogue graph blackboard
Newly created nodes now have a shortname assigned (a short name has to be assigned for connections to save)
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.
Adjusted transparent scrap icon on research table loot panel
Make DamageShowingRenderers class public
Fix dashboard indicator lights (engine, low fuel) turning on after cars take damage, plus other damage texture changes in DamageRenderer.
Fix searchlight spawning with incorrect rotation (reset transform rotations in ResetState)
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 from wiretoolmeasure
Workbench Tier 1 2 3 can now be picked up
Workbenches now use condition
Reduced T2 and T3 workbench health
Merge from flare_optimizations