34,477 Commits over 4,201 Days - 0.34cph!
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Fix demo browser scrolling
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
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Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
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Fixed jerrycan clipping on rowboat
Added DropZone prefab for custom map makers - modding dir
Fixed broken LODs on industrial_bld_d
Use LOD1 for guide placement on external wooden wall - helps visual placement
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
Adjust car steering speed, max speed
Disallow players placing items into minecart container
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Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
Merge camera culling change from Vehicles -> Main
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merge from building_blocks_2020_surfacefixes
Fixed unmountable bandit town sofas
app.info fixes: was giving an NRE because the companion server was not running
Truncate server hostname for pairing notification
Cherrypicking a texture change for main
Fixed a gap on sheet metal doorway frame
padded the metal door vertically a notch as well to fit better across all tiers.
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Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
Add app.listenip to set the IP address the companion server should listen on (optional)
Add app.publicip to set the IP address that Rust+ should connect to when pairing (optional)
Add app.info to display which IP addresses and ports the companion server is currently using