114,209 Commits over 3,959 Days - 1.20cph!
Block chat messages FROM players in tutorial too
Hide chat messages except for server messages when in the tutorial.
Added Chat.hideChatInTutorial replicated convar to toggle this behaviour.
updated renderLOD settings on quarry track
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Prefab and directory backups
Revert the accidental world model scale changes to paddle, pitchfork, wooden spear, stone spear.
Keep the actual weapon rack scale override configs.
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings)
Added more help steps
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state)
Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer
Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy
Debug camera readout values will now display dof exposer values if there is an active exposer
Added dof distance to camera info readout
Fixed parachute mount anchor in incorrect position
Adjust parachute dismount handling to be a bit more forgiving of collisions
Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
Industrial conveyors will no longer put clothing items in the belt bar of a locker
Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
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merge from wr_stack_mount_fix
merge from HomingMissileLauncher
Fixed more potential issues with MonoBehaviour casting to interface. Fixed flares not unsubscribing from SeekerTarget when destroyed if there was no collision.
Fix SLOD of standard cliff material as well
Possible fix for InSafeZone NRE. Check IsUnityNull on owner, which has been cast to an interface.
Update FP.Nexus to batch submit score events to the backend
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Merge Main -> Experimental
Removed accidental heli gunner debug prints
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
Fix global networking using excessive amounts of bandwidth
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Fixed parachute playing wooden gibs sound when it breaks
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