130,581 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel
Mostly for more precise scope placement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set up GameobejctToggleState components on reload
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove wallpaper_radius command
Remove setwallpaper and removewallpaper commands in the ent command
Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id)
Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper
Both of the above convars can now take -1 as a skin id and a random wallpaper will be used
Added clear_wallpaper_radius, will remove any wallpapers in the given radius
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge TrainDecouplingImprovements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase ProceduralMapRailSimple default size to one that actually has rails
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius 
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added wallpaper_radius command, works the same as upgrade_radius
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge main -> TrainDecouplingImprovements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed DPV trouble in moon pools pretty well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created a new water wells test scene, added to the dev scene loader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_accessibility_colourblind
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added holo sight colour to the colour blind settings, comes in green and blue options
Fixed some errors if a colour setting was set to an out bounds index via the console
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ability for WaterLevel to detect nearby water culling volumes above
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ocean surface reflection tweaks for better sunsets.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
 
                
                
                
                
                
             
         
        
            
            
            
                
                DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed terrain shader parameters not updating when TerrainConfig is adjusted
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor legacy text finder editor window NRE fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse'
'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forgotten file (WaterBody)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted texts from the following loot panels to RustText:
- recycler
- mixing table
- attack heli rockets
- attack heli turret
- bigwheel
+ localized a few missing strings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from store-ui-dlc-pages
 
                
                
                
                
                
             
         
        
            
            
            
                
                waterwell shopkeeper jumpsuit prefab and inventory
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▄▉▍▉ ▄▄▊▅▌▍▊▌▊▅▆▄▍ ▉▍█▊ ▉▆▄ ▌▉▅▋▅▊▊ ▉▆▅ ▍▉ ▍ ▊█▊▇▍ █▅█
 
                
                
                
                
                
             
         
        
            
            
            
                
                attachment updates, icon added, worldmodel prefab fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed various errors in edit mode
Fixed water being invisible in edit mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Block kvcdoor
Fixed potential crashes to do with textures
More safeguards against malformed .gma files
Groundwork for networking serverside tracers spread on Y axis
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed upkeep time vital NRE
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Run material setup on procedural objects  even if the world is cached
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtracting 
103462 (causing water rendering regressions)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted texts from the following loot panels to RustText:
- horse storage
- auto turret
- fuel
- fuse
- generics
- player corpse
- fish trap
- lantern
- locker
Fixed some loot panels showing "Loot" in their header instead of their actual name
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test)
Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs
Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact)
Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update FP.Nexus - fix failing to receive larger messages
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
 
                
                
                
                
                
             
         
        
            
            
            
                
                world_update_2 -> world_update_2/radioactive_water
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Prefab<T> caches PrefabAttribute on repeat calls
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensured new nametag behaviour respects user setting nametags to true
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Nametags are now re-enabled in basically every case when leaving a demo