128,943 Commits over 4,140 Days - 1.30cph!
Moved bone retargeting step
punch scale the progress timers
Fixed workshop skin preview for newly created deployable skins not showing
Re-enable the icon scaling on MouseEnter
Merge from map_improvements
[D11] Server stripping latest
[D11] Fix for some monument prefabs spawning at origin
Loot any item under the mouse cursor when first pressing quickloot button, so it doesn't get skipped.
Ignore any loot containers other than the first one, per quickloot button hold. (prevents accidentally catching items at the edges of containers if moving the mouse quickly).
[D11][UI] Implemented note panel in selected item window, adjusted note background sprite, Fixed issues with selected item panels overlapping
[D11] Moved some static telemetry out of the poll and into one-shot server_startup event.
Merge from map_improvements
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BBQ and campfire no longer share the same phrases
Slight tweak to cave_stright_900 (edge case Inside terrain AH issues)
[D11] IP address added to player_joined Rustworks event.
Starting on vehicle edit mode
[D11] Rustworks player snapshot event, every 60 seconds. To deprecate telemetry.log player snapshots.
Industrial structures - cooling towers and collapsed bits baked LOD rework
Add left and right hand prop rotation offsets for instruments
Basic working vehicle lift
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Added vehicle lift button and stairs (non-functional)
Fixed animation issues introduced by earlier changes
Merge from Main -> Vehicles
Modular vehicle lift is now client/server networked
Weapon and attacker name info boxes now expand with text instead of truncating with an ellipsis
Weapon name box now shows translated name, not the shortname
Don't show map on respawn screen while streamer mode is enabled, toggle it with G instead
Fixed Oilrig small loot max population exceeding available spawn points
All military crates and elite boxes now behind puzzles on oilrigs
Compound scientists now covers blackspot near recycler
Removed recycler from small and large Oilrig
Baked LODs for dump truck
Spawning prefabs directly from the skin set rather than using mesh replacements
Setup all relevant skin prefabs and skin sets
more save/load NRE checks