198,677 Commits over 4,140 Days - 2.00cph!
merge from HomingMissileLauncher
Merged Pull Requests
* Improvements to DComboBox
* Improvements to MatSelect
Minor adjustments
Fixed more potential issues with MonoBehaviour casting to interface. Fixed flares not unsubscribing from SeekerTarget when destroyed if there was no collision.
Fix SLOD of standard cliff material as well
Possible fix for InSafeZone NRE. Check IsUnityNull on owner, which has been cast to an interface.
Update FP.Nexus to batch submit score events to the backend
SourceTV players are considered bots for player library
Fix npc_rocket_turret spawn position
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Merge Main -> Experimental
Removed accidental heli gunner debug prints
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
Fix global networking using excessive amounts of bandwidth
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Fixed parachute playing wooden gibs sound when it breaks
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Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
BurstCloth: Allow controlling how strongly root motion affects the simulation
Re-tweak ghost costume burst cloth settings after all the changes done for abyss (including much less affected by root motion)
Don't shrink the ghost sheet while parachuting
Merge Main -> Experimental
Removed "ON HIT!" and "DOING FLYBY" debug prints
merge from global_networked_bases
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merge from Attack Helicopter
merge from global_networked_bases
Experimental: input.GetCursorPos returns 0,0 when cursor is not visible
This matches behavior of gui.MousePos()
Added .dem and .vcd to file.Write whitelist
Rework and deduplicate Lua enums
Added COND.* enums
Added render.ComputePixelDiameterOfSphere
fixed rock_formation_medium_a incorrectly have it's collider set to convex
Fixed albedo sampler error when using particle layer
Fixed missing UnityIndirect.cginc error when using RUST_PROCEDURAL_INSTANCING
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Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
Enable emmisive on root combiner & branch lights
Fixed "overly reflective materials/shader/build issue" when using MaterialType=SpecularColor
added 4k textures and materials