135,809 Commits over 4,444 Days - 1.27cph!
Merge from shadow_convars_fix
Updated the shadow quality presets to set their parameters on the ConVar properties set method to fix an issue where the preset wasn't been set correctly
T2 bench prevent building setup
renamed mortar materials to match new naming conventions
T1 bench prevent building setup
Ignore the full filler, just use the individuals.
Updated the dev-only debug shadow ConVars to prevent them from being saved and loaded
mortar updates to the guide mesh. Lods no longer display.
update to gibs are now the right size and orientation.
Fixing dracual cape vertex being skinned to eye lids
update mortar and basic ammo icons and reconnect in item prefab.
updated manifest
Merge from workbench_upgrades
Also cache and apply scale for upgrade visuals .
Applied to all workbenches.
merge from main
auto-resolve VendingMachine.cs and proto
Mortar animation polish and clip updates
updated crypt building skin icon
merge main -> rust_relay_server
Adding low fences LOD0's
Updated playground fences
Merge from heightmap_bake_fix
adjusted surplus upgrde position
Revert TerrainHeightMap from bad merge
merge from main, will rebuild mainifest
Use meshes for hole shapes
Switch to using CommandBufferManager to keep hole and terrain render order
Add cylinder mesh that matches radius of terrain modifiers
Hole editor clean up
vendingmachine_ui_refresh -> main
main -> vendingmachine_ui_refresh
Add condiiton and slot support to fake inventory
Support skins on collapsed shop view
Check skin ID before allowing a purchase
Fix a couple of bugs with cost skin id not being detected properly
Added independent skin support to cost item (was only supported for selling item before)
Merge from main
Cannon.cs and PlayerModel.cs conflicted, auto merged
Fixed remaining light fixture issues.
Added another female/light player seed
Fix submesh bypass per prefab being inverted
Enable submesh batching on shipping container
Only enable submesh batching on certain assets instead of every single one
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
Delete unused Combine() overload from MeshRendererData
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent
- until we fix the LOD2 container wall having mismatched material order compared to the other lods