115,813 Commits over 3,959 Days - 1.22cph!
merge from ammo_count_in_chests
Fixed light leaks in another stairwell piece
Temp VM/setup and somme placement setup work.
Fixed SERVER compile errors
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
Fixed mirror PlanarReflectionCamera NRE
Fixed mirror not reflecting player in standalone
Fixed broken env volume in train tunnel slopes
Set skinning knife up for all weapon racks.
merge from base_decor_DLC
merge from cinematic_bypass_procedural_spawn
merge from fish_trap_item_filter
More debug stuff.
UI lerp speed tweak.
Skinning knife T1
Skinning knife no longer default
Skinning knife crafting cost pass
rocking chair 2 extra variants
pushed the paint color to a mask to allow different colors
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
Added preprocessor directive to render tool
Let cache have an option to auto update.
Cinematic 4k Textures/Materials for:
-HuntingTrophy_Fish
-HuntingTrophy_Large
-HuntingTrophy_Small
Mirror pickup
Mirror no longer default and requires DLC to unlock
Mirror damage setup
Mirror crafting setup
Added Cinematic 4K Textures for :
- Bath Tub Planter
- Minecart Planter
- Rail Road Planter
merge from scope_laser_mismatch
merge from base_decor_DLC
Disallow bathtub and minecart planters placement under half hight floors
merge from main (with conflicts)
merge from save243 - Staging wipe
merge from rail_network_link
Minor rail road planter fixes:
-Adjust prevent building volume to match regular planter exactly
-Moved colliders out of the art root, as that only exsits on the cilent
-Fixed incorrect repair target
-Fixed incorrect item icon
-Auto assigned box gibs
-Put colliders on Deployable layer
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
Compile fix, don't save headshot locally
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
Adjust wanted poster positioning
Marge main -> experimental
Merge DroppedItemsOnVehicles -> Main
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
The torch holder now emits the same amount of light regardless of what torch is inserted into it
Involved prefab changes to all torches