126,766 Commits over 4,109 Days - 1.29cph!
fixed some wood tier gibs transform rotation
more texture polish to SC skin interior wood
exported quarry track animation with updated scale values at 0.01 instead of 0
cherrypicking facepunch_pool_2.1
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cherrypicking facepunch_pool_2.1
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revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour
merge from infinite_ammo_convar
merge from hackweek_ai_test_arena (just the arena stuff)
Fixed case where redirect skins weren't being counted correctly when evaluating maximum move amounts during conveyor movement and would sometimes move amounts greater than the specified maximum
Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
Fixed the always on top variant
Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
Reworked some internal tooltip stuff to fix some longstanding issues
Tooltips should no longer flash into the wrong location for a frame in some cases
Tooltips now use properly renderered text (RustText)
General cleanup, less GetComponents and removed a SendMessage!
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Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor
Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
Adapted Core/Generic shader to Rust Standard backend
Merge Main -> RagdollRewrite
Merge from hackweek-chat-emoji
Fixed shadows on std core
Some work-in-progress skin viewer stuff I had from hack week. Converting it to use a rendertexture instead of a separate camera.
Added reflectance micro-occlusion to EvaluateBSDF_Env
Preparing std shader backend for core shaders
Fixed "Rust/Standard" detail occlusion not obeying mask
repair_inventory will repair attachments
Context menu will reflect bound keys
Refactor replacing "Alpha" part of keycodes into one function
Minor refactor
Option menu support changing keybinds as well as normal binds
Add "next skin" & "prev skin" to options menu
Add keybind system to handle systems like context menu
Command `keybind <key> <action>` to set keybinds
Keybinds can define a realm to avoid overwriting keys used in normal gameplay
Save the keybinds in `keys.cfg` file
Apply keybinds to Q & E in upgrade menu
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