130,099 Commits over 4,201 Days - 1.29cph!
Reducing per pixel complexity on FC materials - pass 2
merge from fix_colourpicker_gradient -> main
Fixed broken drone phrase
Fix colourpicker not adjusting to linear colour space
Rverted a bunch of the stomped drone changes
boat engines don't apply force when boat isn't in water
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Reducing per pixel complexity on FC materials - pass one of a few
Merge from horse_medsyringe_healing
Fix horse buff icons not disappearing on the client when the modifier gets removed
Rebalance speed boost following feedback
merge from hackweek_automatedtesting
Added commands to print the test list in a readable format
Code cleanup
main -> vendor_ui_drone_accessibility
Fix prediction NRE for NPCVendingMachines
Roadsign jacket LODs + fixed normals
removed scrap costs from softcore workbenchs
restore WB tax reductions
codegen
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Changed WaitUntilAllSpawned to use WaitUntilWithTimeout
Test list
Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
Added a test spawning and killing all entities, looking for NREs
Normal fix on coffecan helmet repose
No need to cache saild wind blocked status if not lowered
Cherrypick RendererBatch changes from
134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
merge from garage_door_2k
merge from computerstation_cap_fix
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merge from marker_teleport_from_server
merge from boat_better_shallow_water_behaviour
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Allow mummy mask in conveyor filters
- Fix issue where loaded mission data could retrieve an invalid active mission index
- Improvements for how map and compass mission markers handle deep sea locations
- Various bits of cleanup to places retrieving the active mission instance from a player
Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
fixed condenser tanks draw distances being too big
fixed ocean_buoy_static not culling
reduced culling distance on a static rug prefab, enabled batching
added meshCull on a single fish prop that wasn't culling
reduced draw distance on a cardboard crate drawing way too far, enabled batching
wall.frame.cell_static now culls, was relying on building blocks setup which doesnt
some individual LOD distance overrides on barge props
fixed ridiculous draw distance on worklight triple prefab, objects were not culling
fixed ridiculous draw distance on pipewrench
shallow water rebalance
- better depth values for speed reduction and unbeaching behaviour
- increased unbeaching accel, applies fraction of it upwards to separate better
- increased turning torque by 50% and raised floor of its velocity scaling
Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
Boat-shape scoring initial testing
merge from Sail_Minigun_desc
Replaced boat crane meshes with proper prefab assets. S2P on FC3
Fixed radiation zones not disabling after players leave area
Merge from puzzle_reset_changes
merge from floating_cities