13,105 Commits over 2,831 Days - 0.19cph!
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
Cherry pick
98470 for scene stats
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
Add /MemoryCaptures to ignore.conf
Revert arctic hazmat to old version without skin tests
Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
Fixed graphics.collapseRendererLOD getting set to false every launch
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
Fixed IO not being usable inside no build zone
Rolled freeUpgrade into freeBuild
Exposed all of the creative options in the rust editor window for easy dev access
Renamed noBuildCost to freeBuild
FreeBuild mode now allows you to build blocks to a specific grade rather than just twig
Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
Added creative.freeUpgrade, allows the hammer to change grades downwards
Added creative.freePlacement, bypasses all building checks
Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production
Added creative.bypassRepairCooldown
Added creative.noBuildCost, allows free building of building blocks
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
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Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
Fixed the Wildlife Cull mission not registering polar bear kills
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Show all three tech levels all the time, disable the unavailable trees
https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
Fixed total required scrap text appearing when opening a tech tree
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
Converted train tunnel train tracks to MeshLods
Merge from meshlod_converter
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
RendererLOD conversion fixes
Merge from fishing_changes_june_24
Revert the chair prefabs, they were just for demonstration
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters
Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets
Fixed both menu options not working Undo properly