12,033 Commits over 2,527 Days - 0.20cph!
Replace NaN and infinity checks with combined isNanOrInfinity
Use a pooled list in TriggerBase.RemoveInvalidEntities
Change recentDrivers list to a queue
Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car
Add a clientside ForceUpdateTriggers when mounting/dismounting
Apply a minimum size of 0.05 on each axis so that box colliders don't become extremely narrow
Prepool 50 gibs
Ensure Physics sync happens even during an exception
Get disabled components in children
Don't assign physics mesh to renderer
Trying out specific gib prefabs for box/sphere/capsule/mesh
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
Pause auto transform syncing while generating gibs
Add overrides for twig foundation and floor
Fixed not being able to make a new override on child entities of a prefab
Manifest
Merge from gib_pool/scriptableobjects
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
Try converting gib override list into a scriptable object instead
WIP converting Gibbable to a PrefabAttribute
Code review changes:
Removed physics mesh workaround from diogo (no longer needed)
Disable all colliders when pooling a gib
Just disable random variation when benchmarking
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
Merge cleanup (custom material support)
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions
Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
Save/load dof dist with camera state
Don't run process TriggerPlayerForce if the component is disabled
Horses standing on a vehicle lift will now be raised/lowered
Remove linq in TriggerHurtNotChild
Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq
Call RemoveFromTriggers when the player dies/respawns on the client
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting)
Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
Increased the width of mount hot spots on the cockpit modules
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable
The dismount sfx will no longer play when swapping seats in the same vehicle
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)
Add Model components to various tool entities so that skins are properly assigned to the third person mesh
Fixed: salvaged icepick, longsword, rock, stone hatchet, stone pickaxe, explosive satchel, salvaged sword, hatchet, hammer and pickaxe
Add temperature source component to electrical heater
Automatically refresh growables in range of a temperature source when the temperature changes
Added sensors to potato, pumpkin and corn plants
Move unity's new builtin JSON library into /Packages and replace it with Rust's version
Speculative fix for endless tire screeching
Don't damage mounted passengers in other cars with car impacts
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells