106,458 Commits over 3,836 Days - 1.16cph!
better creation gibs for Wall frames
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
Cherrypick
82429 for options menu
fixed scrolling rock texture issue on mining quarry static. The animated belts now have their own material assigned rather than sharing it with the rocks
Slightly larger PreventBuilding volume around missile silo monument
merge from pylon_cave_fix
merge from sentry_quit_tag
merge from keybind_system_2
separated glass from rest of the meshes - ferry terminal exterior and interior building
Testing out some approaches to removing some unused mesh assets in server builds
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)
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Restored RequestRespawnInformation RPC on player - this is still used when campers are in a players respawn list to update their position in real time
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Basics of driveable tugboat vehicle set up. Includes item and icon. Manifest update.
Updated cinematic gestures to allow crouched movement
WIP guide meshes for floor and foundation build blocks - indicates the texture's tile direction
Use .position instead of MovePosition for ragdoll
Added a button on the layer widget on the right to toggle respawn options on/off on the map screen
Experiment - move vehicles using rigidbody MovePosition and MoveRotation, instead of directly teleporting. Keep a (kinematic) rigidbody on the client. This was an experiment to see whether this would get the behaviour of physics objects on vehicles to more closely match their behaviour on the server. Unfortunately it does not.
Make a png version of the colour lookup, solves the final pixel being read incorrectly
Shipping container colour lookup now uses a texture sample on the COlour lookup asset (editor only, caches the colours for runtime)
Prefab backup.
Streetlight detached prefab iteration.
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Started moving "Core/Foliage" to Rust Standard backend
Simplier attempt to allow binding of skin_next & skin_prev without a whole new system
merge from steam_nickname_fix
merge from genetic_sell_clamp_2
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
Reduced micro-occlusion range from 3% to 2% + pre-calc
Transmission nomenclature
merge from main -> keybind_system
fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
merge from vending_debris_fix
merge from streamer_mode_skull