147,391 Commits over 4,444 Days - 1.38cph!

- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Today
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Today
Delete PlayerModelReactionEnded state machine component
Today
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
Today
Merge from react_layer
Today
Fixed pelvis movement on low react weights
Today
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Today
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Today
Merge from parent
Today
Merge from voice_delay_fix_attempt_2
Today
Flip around the position and data increment
Today
Merge from main
Today
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)
Today
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column
Today
Standalone lightbox mesh.
Today
Lighting WIP
Today
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill() - probably not the cause but better to be safe
Today
merge from attachment_charms
Today
Fixed missing UnityEvent attribute on charm icons
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
Today
merge from water_splash_sound_fix
Today
Restore movement sounds reference on the player model Fixes water impact splash sounds not playing
Add airfield and supermarket to procgen test map
Today
merge from main -> apartment_complex_monument
Today
Fix `immortalProtection` static field inside ProtectionProperties not being cached on the server (because it was only calling IsImmortal() on client in the item info panel - fixes server apartment entities not being set immortal
Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Cobalt Statue - Minor texture fixes
Today
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Today
First pass on airfield maintainable monument terminals - 1st terminal increases air drop event timer tick rate (2x speed on countdown) - 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present) Will hook into power grid, with fuse "puzzle" to choose between terminal options
Today
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Today
Glass AR - split viewmodel FBX for weapon and magazine, added sequential alpha clip to bullets
Yesterday
merge from fueltanks_wiring_fix
Yesterday
Allow fuel tanks to be connected together
Yesterday
Fix NRE in PhoneController.Server_AddSavedNumber()
Yesterday
Fix apartment upkeep terminal not being immortal
Yesterday
monument blocker - vent. Optimized assets, added gibs, collision & lods
Yesterday
Prevent players from reskinning boxes inside monuments - fixes being able to reskin apartment furniture
Yesterday
Restored L96 icon rendering settings
Yesterday
Compile fix
Yesterday
merge from analytics_remove_uploader
Yesterday
Remove legacy analytics upload flow and any related code - v2 is and has been the default uploader method for a while now without issue
Yesterday
- implement depth of field in RRP - OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
Yesterday
Yesterday
Remove logging "Waiting for player to leave"
Yesterday
Autosnap settings finder will now check each 90 degree angle and apple the max padding values Fix storage barrel not snapping to other storage barrels beside them properly
Yesterday
Scaling, convars.
Yesterday
assign proper scaling root to spawned charms in skin viewer
Yesterday
update apartment_complex_monument/prototype
Yesterday
merge from main -> apartment_complex_monument
Yesterday
updated 3p weapon/tool run anims to 16 frames