115,873 Commits over 3,959 Days - 1.22cph!
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
Merge main -> experimental
Merge DroppedItemsOnVehicles -> main
Increase torch holder deploy height again
Fixed inventory player model not resuming animations after a headshot is taken
Fixed duplicated sketches across deferred mesh decals
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Show nametag on large trophy
Show translated animal name on trophy
Show count of trophy on the name tag
Fixed some scientist submit issues
Test map wagons and stuff
Remove tracking every item on the server
Instead, get the ammo count from the held entity when calling Item.Save()
Fixed poster sketch tinted red
Fixed server not loading wanted posters
Show all contacts in the wanted poster popup, not just contacts marked hostile
Reapply right foot ik curve to kick anim
Exposed and renamed fields on double door (KickAnimationDelay, PushAnimationDelay)
Added and exposed a delay if the player is holding something (WeaponAdditveDelay)
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots
Added rail topology to train tunnels entrance
Merge from main -> ammo_count_in_chests
Add radiation to oil rig to prevent players camping and preventing crate from respawning
Add `oilrig_radiation_amount_scale` and `oilrig_radiation_time_scale` to scale the delay and amount of rads
Add `oil_rig_radiation` entity that controls the radiation and listens for crate hacking & puzzle reset
S2P both oil rigs
Codegen
PLACEHOLDER VALUES:
- starts 45min after crate starts being hacked
- ramps up to 100 rads over 5 minutes
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railrod planter icon, rebuilt manifest
Added nameplate to huntingtrophylarge
Fixed planter pickups - can we fix it? yes we can
merge from jackhammer_repair_bench
fixed laser offset when scoped
reduced push gesture delay
merge from base_decor_DLC
Only allow bait & caught fish to go into the survival fish trap's inventory
Updated Rail Road Planter Colliders
fixed stacking deployables on top of storage barrel
Fixed wanted poster sketch rendering
Setup Rail Road Planter as a Deployable and Planter
Setup Rail Road Planter LODS and GIBS
Added shader "Rust/Standard Decal (Poster)"
Updated mesh decal shaders to improve blending, support per-channel blend flags and property blocks (forwanted poster)
Spawning, pop, debug stuff, UI lerping.
Render tool changes:
- Added resolution matching
- GameObject searching
- Cache
- Layout changes
- More processing setup
powerplant 2.0 greybox canditate progress