126,745 Commits over 4,109 Days - 1.29cph!
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)
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Restored RequestRespawnInformation RPC on player - this is still used when campers are in a players respawn list to update their position in real time
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Basics of driveable tugboat vehicle set up. Includes item and icon. Manifest update.
Updated cinematic gestures to allow crouched movement
WIP guide meshes for floor and foundation build blocks - indicates the texture's tile direction
Use .position instead of MovePosition for ragdoll
Added a button on the layer widget on the right to toggle respawn options on/off on the map screen
Experiment - move vehicles using rigidbody MovePosition and MoveRotation, instead of directly teleporting. Keep a (kinematic) rigidbody on the client. This was an experiment to see whether this would get the behaviour of physics objects on vehicles to more closely match their behaviour on the server. Unfortunately it does not.
Make a png version of the colour lookup, solves the final pixel being read incorrectly
Shipping container colour lookup now uses a texture sample on the COlour lookup asset (editor only, caches the colours for runtime)
Prefab backup.
Streetlight detached prefab iteration.
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Started moving "Core/Foliage" to Rust Standard backend
Simplier attempt to allow binding of skin_next & skin_prev without a whole new system
merge from steam_nickname_fix
merge from genetic_sell_clamp_2
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
Reduced micro-occlusion range from 3% to 2% + pre-calc
Transmission nomenclature
merge from main -> keybind_system
fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
merge from vending_debris_fix
merge from streamer_mode_skull
merge from autoset_testrun
test run of autoset on 64 weapons
Run Apply before Set to recreate any peg setup betfore we save it.
Autoset editor script now spawns items maintaining their prefab links and applies the changes to prefabs.
Increment loop count so the progress bar actually progresses....
creation gibs overrides and some adobe creation gibs polish
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
added specific destruct gibs for top tier foundation wall
Standardized rack setup across all racks.
merge from building skins 3
final pass on SC textures
Fix Z position when applying offset.
Merge from hackweek-chat-emoji