110,902 Commits over 3,928 Days - 1.18cph!
Merge from main (this will likely need some post-merge fixes)
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
merge main->FrontierHazmat
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues.
Right hand aim now happens after the aim pose solver and before the left hand IK pass
Remove a runtime allocation (will still trigger in the editor for some tooling purposes)
Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
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
Fixed upkeep time vital NRE