1,485 Commits over 2,192 Days - 0.03cph!
Fixed EntCount and AuthCount not working on sleeping players
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Adjust spray can description to remove mention of inserting attachments
Fixed missing sfx on new hatchet/pickaxes
Fixed code locks appearing incorrectly when using authcount command
Split count functionality into two convars, entcount and authcount
AuthCount returns entities that the player is authed to, regardless of whether they placed it
EntCount returns all entities that the player has placed
Fixed incorrect user id check in entcount convar
Added ID column to entcount convar results
Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface)
Each toggle was taking 0.3-0.5ms
Move LightGroupAtTime work queue processing to LateUpdate (it has physics lookups for IO entity connections now so it should happen here to elimiate physics syncs)
Don't run the IO entity physics lookup more than once every 8-12s, these light groups were running every frame on monuments that are out of network range since the client side IO entities didn't exist
Update the SeedPosInfo UI every 2s, not every frame
Potentially fix NRE on boot due to DynamicMouseCursor
Added DofExposer from Media_Projects
Added cinematic tab to RustEditor from Media_Projects
Copy over DemoTrack components from Media_Projects, fixes missing script on playblast object warning on boot
Fixed dynamic mouse cursor not working in main menu
Merge from radio_manifest
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc)
Supports an optional entity name parameter to filter results (eg. lock.code)
Supports --json
Vedning machine map clusters now have a green circle to better stand out on the map
Expose limit fps in background option in Screen section of Options menu
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Fixed hurt punch screen overlay occurring when the debug cam is active
Added fps.limitInBackground client convar that reduces fps cap to 15 while the game isn't in focus
Doesn't apply in the editor as clicking outside the game view in Unity is considered not in focus
Don't report performance analytics while the client is in the background if this setting is on
Fixed viewmodels not appearing after reconnecting if player disconnects while gesturing
client.showcaminfo is now saved
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Increased size of prevent building volume around ziplines (this will also remove more trees around ziplines)
Post zipline spawn tree checks are now larger
Animal idle animations now have a randomised cycle offset so they won't play their animation in sync with other animals
Applied to horses, wolves, chickens, bears, boars and stags
Fixed wooden signs not being able to be picked up
Free spray radial option when holding a spray can will now read "Free Spray" instead of "Graffiti Pack" (Will need a phrase rebuild)
Merge from timeline_recorder (cinematic tools, should have no impact at runtime)
Merge from firstpersonspectate (various fixes)
Merge from tools_demo (allows F1 layer toggling in demos)
Fix hardcore tag in server browser not toggling
Fix exceptions after respawning when a player gets killed mid conversation
Fixed conversation UI remaining active after respawning
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Fixed NRE when submitting items in a dropbox
Revert cactus 1, 2, 3, 5, 6, 7 and reapplied BoundsCheck component
Fixed screen shakes not applying while first person spectating in a demo
Merge from zipline_trees (trees should no longer spawn in places that will block ziplines)
Fixed Jump and Duck buttons not working in demos to switch between first person spectate targets
Fixed some cases where the body mesh could remain visible when switching between players in a demo while spectating
Fixed some crosshair issues when switching between players in a demo while spectating
No longer need to add potential player death sources to the master list on the Death Screen prefab, added a "shownOnDeathScreen" toggle on the PrefabInformation and the list is generated at runtime
Enabled the new toggle on all prefabs that were in that list
Merge from content_reporting
Merge from single_pickup_notice
Fixed admin UGC browser delete button not working