121,688 Commits over 4,048 Days - 1.25cph!
Give Prefabs.cs its missing Meta file
Merge Main -> Trainyard Update
▇▇█▇█▄▍▅ ▍▅▊▇▌▉▊ █▌▆▌▆▊▉▌▆ ▉▍ ▊█▅ ▆▅ ▌█▌▌▋▆▄▉▇▉ (▅▆▄▍▌▋▍ ▆▋▊▌▍█▋▌█▅)
Fixed discrepancies between maximum wagon interaction distance and loot UI distance
ItemContainer AddItem can now optionally respect max stack size, both for the item and for the container itself. Trains cars use this to fill correctly. Also fixed ItemContainer GetMaxTransferAmount returning 0 if stack size was unlimited.
Fixed NRE when using a mixing table with an extra item in the ingredients placed with an empty slot between it and the actual ingredients
Mixing table will no longer be able to start in the above case (only affects low grade recipe as all other recipes use 4 ingredients)
Allow the player to see the loot in a loot wagon, but not take it out
Debris created for half walls
Fix debris not created on triangle foundations, spawn debris for window walls & low walls
Remove extra RendererLOD component on shopfront
Update FP.Nexus
Automatically render and upload the map to the nexus at server boot
Add a convar to force reupload it just in case
subtracting
71804 - Staging instability, see Sentry RUST-STAGING-14AY
Merge fixes for misc_fixes_june22
Re-modelled concrete debris set to match the new texture layout
Fixed truck cabin headlights and tail lights being metallic. Also toned down AO and black levels in the albedo
made the electrical boxes textures less repetitive
Fixed the LODs settings for coaling tower collector
GSD model/material updates
Lighting debug scene
Some sample materials to go with it
Minor edit to the temp unloader
Fixed unload animation getting cancelled if the train send a network sync for some other reason (engines turned off etc)
Fixed player info overlapping, can now deselect a player
Fixed pooling issues
Don't load UGC in server admin tab until you scroll to the entry (so we don't spam the server and make it send a heap of images at once)
Fixed broken commands when getting content from server
Fix World.Nexus not being set in editor mode when the expected scene is already loaded
Refresh the nexus map when opening the map UI instead of in Update (was testing only)
Click on a nexus zone to show details for it (player count for now)
Mark the zone which we are currently playing on
Don't scale the zone name/details when zooming into the map
Add a button to show/hide the nexus map
Disable the nexus map when the server isn't running as a nexus
Reapply monument_lighting_upgrade changes to LightGroupAtTIme
- Check every unloading tick that the wagon is still under the unloader
- Moved most of the unloading code to the unloader itself
- Do the whole unload with a single RPC, instead of one every 10%
Hide the ore completely if it's at 0% full
Slowed down jackhammer to match existing speed
Fixed connect hostname.com without port
Block map name in disconnect menu in streamer mode too
Main prefab backup & related files
Ground plants color tweaks
Sunlight and ambient tweaks
Post procesing tweaks and improved eye exposure adjustment
Slightly darkened environment volume to compensate for brighter outside
Fixed ent repair & ent upgrade commands
Tweaked the LODs settings for the coaling tower collector assets
Made the fuel tank prop colliders tighter
Added exposure eye adjustment for dark areas
Reverted weather profiles sky brightness to make shadows a bit brighter again
Increased ambient color intensity closer to the original value