113,796 Commits over 3,959 Days - 1.20cph!
merge from fish_trap_item_filter
More debug stuff.
UI lerp speed tweak.
Skinning knife T1
Skinning knife no longer default
Skinning knife crafting cost pass
rocking chair 2 extra variants
pushed the paint color to a mask to allow different colors
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
Added preprocessor directive to render tool
Let cache have an option to auto update.
Cinematic 4k Textures/Materials for:
-HuntingTrophy_Fish
-HuntingTrophy_Large
-HuntingTrophy_Small
Mirror pickup
Mirror no longer default and requires DLC to unlock
Mirror damage setup
Mirror crafting setup
Added Cinematic 4K Textures for :
- Bath Tub Planter
- Minecart Planter
- Rail Road Planter
merge from scope_laser_mismatch
merge from base_decor_DLC
Disallow bathtub and minecart planters placement under half hight floors
merge from main (with conflicts)
merge from save243 - Staging wipe
merge from rail_network_link
Minor rail road planter fixes:
-Adjust prevent building volume to match regular planter exactly
-Moved colliders out of the art root, as that only exsits on the cilent
-Fixed incorrect repair target
-Fixed incorrect item icon
-Auto assigned box gibs
-Put colliders on Deployable layer
Made sure that wherever we raise the default sleep threshold, we don't end up lowering it if the convar is already set higher
Compile fix, don't save headshot locally
Raised the base physics sleep threshold in Rust from 0.005 (half a centimetre per second) to 0.02 (2 centimetres per second). Can still be adjusted with physics.sleepthreshold convar.
Adjust wanted poster positioning
Marge main -> experimental
Merge DroppedItemsOnVehicles -> Main
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
The torch holder now emits the same amount of light regardless of what torch is inserted into it
Involved prefab changes to all torches
Merge main -> experimental
Merge DroppedItemsOnVehicles -> main
Increase torch holder deploy height again
Fixed inventory player model not resuming animations after a headshot is taken
Fixed duplicated sketches across deferred mesh decals
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Show nametag on large trophy
Show translated animal name on trophy
Show count of trophy on the name tag
Fixed some scientist submit issues
Test map wagons and stuff
Remove tracking every item on the server
Instead, get the ammo count from the held entity when calling Item.Save()
Fixed poster sketch tinted red
Fixed server not loading wanted posters
Show all contacts in the wanted poster popup, not just contacts marked hostile
Reapply right foot ik curve to kick anim
Exposed and renamed fields on double door (KickAnimationDelay, PushAnimationDelay)
Added and exposed a delay if the player is holding something (WeaponAdditveDelay)
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots
Added rail topology to train tunnels entrance