144,159 Commits over 4,413 Days - 1.36cph!
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Lazy create the IOCircuitSystem when registering the first io entity
Converted computer station, digital clock and command block
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change industrial auto turret inventory handling sound
deploy/open/close sounds for industrial storage and furnaces
industrial auto turret sounds
morph cache
add dye sets to hair sets
conditional hair setup (pointing to midlength meshes for now)
Fixed missing skeletonskins
merge from crew_cut_setup (to avoid hair set conflicts)
Female conditional meshes
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
Updated render meshes on prefab
commit missed texture metas
merge from wiretool_cave_fix
Added some network override volumes in cave_small_hard and cave_large_sewers_hard
Fixes not being able to wire stuff from cave to surface
S2P both caves
rebased darts_game branch
Added Crewcut hair variant. Added fbx files, set up prefabs, added textures and set up materials.
merge from consoleinputfield_fix
Fixed console input field not being selected automatically when using consoletoggle 0
Fixed pooltable NRE'ing on spawn
Second set of cherrypicks
merge from resourcedispenser_allocs
Delete a bunch of old useless assertions that allocate
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to
151245
Bowless crossbow skin viewer update
Allowed mounting with ballistic helmet
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
Subtract the custom network group for the apartment building & floors because default 5s update rate is too slow & even if it updates quicker it will cause more lag spikes and be more complicated than simply improving the culling
merge from skin_brightness_variation
merge from skinviewer_viewmodel
Skinviewer salvaged sword tweaks
Restored generic popup background blur
Glass AR - texture and shader updates round 2
Glass AR - texture and shader updates
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
merge from playerrigupdate2
Fixed skinviewer fullscreen position issue when navigating using the arrows