122,074 Commits over 4,048 Days - 1.26cph!
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Fixed min/max variables not working when assigned to blueprint filters
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
Curved screen mesh for the camera render target
Reapply
78917 on the right branch
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
Likely fix for spectate button in admin ui not working
Fixed conveyor screen showing item icons flipped on the X axis
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Recovered old dash lights
Added FX/Lighting prefab to AH
Ground effect tweaks.
Increase buffer time to keep slide forward after reloading to 1s
merge from rust_metrics -> main
Revert
78878, we decided we actually do want the heli screen mesh.
Really dumb placeholder gun holder
Cockpit damage lights for better pilot feedback.
Tweaks to mats/textures for upcoming better gunner's screen integration.
Finalizing prefab / scene backup
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Reduced variant count on nature shaders
Add a mission event type for damaging/hurting an entity
Add a mission objective to deal X damage to a type of entity
Drastically reduced variant count on rust std shaders
Add a generic TryFindNearby method to MissionObjective to reduce duplication
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
Add a new mission objective type to mount a specific mission entity
delete unused weapon rack item/prefab
Optimize shaders for lighter input assembly: uv0 included, uv1 opt-out, uv2 opt-in (e.g. wind), uv3 nuked
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals
town square LODs/Cols/prefab
distance tweaks to compound perimeter walls to get included in HLOD process
Use pooling for clientside peg models
new road segments LODs and Colliders, prefabs