111,267 Commits over 3,928 Days - 1.18cph!
Send client selected timescale to the server. Request timescale for the client selected one
Don't actually prevent short rcon passwords... yet.
Don't actually prevent short rcon passwords... yet.
Added a "Fully Charged" output slot to all batteries
Will output 1 power when the battery is fully charged
merge from old_rocks_delete
List of prefabs removed: https://files.facepunch.com/Alistair/127/11/2024/6F64/plastic_eKsHP1tlho.png
Merge from blend_shaders_detail_layer to siege_weapons
merge from queue_improvements_2 -> main ...this time without guid corruption.
cinematic 4k car radio texture and material
frontier high wall and gate collider import options
car radio model and textures
materials and basic prefab setup
merge ice_sculptures->main
corrected carving bounds check - big performance gain
Shop name now reflected in stats page
Plushy crafting cost 50 cloth
Merge from simple_upgrade
Restore child entities.
Allow gates with locks to be upgraded again, copy the lock across instead.
manifest update post merge
- Add empty feed entry if theres no data yet
- Refresh colours
Fix in RustUI:
Menu options now respect having no icon on them. Rather than defaulting to an information icon
Force rebuild of the icon and text setup if the icon has no been swapped to no icon
Merge from simple_upgrade
Merge from simple_upgrade
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Merge: from main
Tests: none, no conflicts
Merged from siege_weapons
removing old autospawn cliff related prefab folders
merge ice_sculptures->main
added ice block to iconrender scene's ice sculpture
removing some incomplete unused content folder
removing old cliffs, old formations except types still in use, test folders
Merge from simple_upgrade
Re-exported rock_formation_mid_b_nrm to get rid of import errors
Merge from launcher reload bug
Added separate mask tiling and offset and blending to the detail mask in the blend shaders
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client
Affects crossbow and speargun vms
added temp material values that I think make the ice look better - changes and request written up on task comments
Fixed the double reload bug for all weapons in BaseProjectile
Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes)
Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
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fixed colliders on sculpture that were blocking some placement and block upgrades
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
Fix compile error in none.