122,030 Commits over 4,048 Days - 1.26cph!
Fixed chains of water storage entities sending excessive entity updates when chained together
Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities
Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
Merge RagdollImprovements -> Main (this is a branch-level cherrypick, not a full merge, so no PhysicsLayerRevamp content comes with it). Might as well start testing these early.
Merge RagdollImprovements -> PhysicsLayerRevamp
Replaced conveyor toggle input with Turn On and Turn Off inputs
Cleanup
Modified save data structure
Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
Refresh vehicle glass mat
Add item filter on quarry fuel storage to only accept diesel
Disabling graphics jobs on macOS as a test (crash investigation)
Removed map name from being searched when using server browser, will still show
- fixed Arg.GetPlayer() returning first player on server
- fixed ulockall not working on self
- added ability to specify userid after 'resetbp <user>'
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Adjusted update culling ranges for water junkpiles
merge from shipping container props update branch
shipping container models update
rusty material color tweaks
Switch screen size to use Display & save some additional convars
merge rust_metrics to experimental
cherry picking new SC textures
roof blocks polish, lod transition polish
Fixed CLIENT / SERVER switch (accidentally included in commit)
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU
Enabling incremental GC on macOS as a test (other platforms already had it enabled)
Switch to the same placement rotation as the weapon you take from a rack.
Press shift to rotate a weapon when placing.
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
best placement calc fixes for rotation
rotation placement checks
rotation serialization fix
serialize rotation.
protobuf.
made client-side rotation control a convar for testing until I add a keybind.
fixed some left over offsets
shipping container skin wall frame / floor frames models and prefabs
Enabling native Apple Silicon build
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
Fix not being able to place deployables on top of industrial pipes
Added TransparentWithDetail shader to the always included shader list (Unity 2019 version)
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
Fixed some filter pass/fail passthrough issues on the conveyor
Added colliders on powerline tarps - prevents dropped items being hidden
Updated deploy effect for trophy item to better match visual material
Fixed incorrect physics materials on building part gibs
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace