12,675 Commits over 2,315 Days - 0.23cph!
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
Fixed create gibs in scene button not working
Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
Update gibs to use new life convars
Use gibs kill method when destroying rowboat
Hooked up gibs on rowboat
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars
This destroys small trees relatively easily but still takes several hits to take down a large tree
Added a new TriggerVehicleDrag component
Applied vehicle drag to all of the barbed wire prefabs used in junkyard
S2P junkyard
Fixed merge issues on MotorRowboat
Merge from mount_anim_fix
Restrict mount timeout to only affect model state
Cancel timeout when player is successfully mounted
Add a 0.5s window where the local player can't go into the duck animation after attempting a amount (stops the player ducking locally when entering a car because of the roof of the car)
Revert BaseMountable changes from
47113 as it resulted in players on the server being in the incorrect position while mounted (should fix bandit town gambling not working)
Will look into another fix for the animation issue
Merge from vehicles -> vehicles/push
Tweaked ultrawide handling to straighten out ironsights
Moved all instances of CanPushNow to Server + Client for consistent checks
Merge from vehicles -> vehicles/push
Merge from damage_materials
Auto assign damage renderer in BaseVehicleModule
Various cleanup
Move Highlight handling to DamageRenderer component
Merge from vehicles -> vehicles/damage_materials
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
Calculate fov vm scale based on actual fov, not just the convar (to account for things like ironsights changing fov)
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane
The offset is calculated based on the camera near clip plane
Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96
Merge from main -> fov_viewmodel_scale
Hooked up damage renderer on scrap transport helicopter and hot air balloon
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
Abstract the damage material management into a new component: DamageRenderer
Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
Merge from chassis_destroy -> vehicles
Removed some unused recycle phrases
Update hi res material meta files