115,465 Commits over 3,959 Days - 1.22cph!
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merge from ConvexDeployables
Use Distance2d, it's cheaper
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water
Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
Add UpgradeOptions implementation.
Upgrades now applied via radial menu options.
Menu option runtime generation.
Switched to RPC implementation for equipping/using items.
Increase size of parachute renderer bounds
Fixed the parachute not appearing properly in demos after scrubbing
Add debug.deleteEntitiesByShortname, eg. "debug.deleteEntitiesByShortname parachuteunpacked"
Deletes all entities with a matching shortname/prefab name
More performant than the "del" command
More efficient vehicle finding in fixcars convar
When seconds_until_shore_drift or seconds_between_shore_drift convars change, the values are now correctly updated on existing boats.
Fixed chinook ground fx always playing and improperly positioned
Merge Main -> Experimental
Don't reset boat shore drift start time when restarting server. Save the value.
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Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
Added boat position to boatdriftinfo convar
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Merge from airpatch_media
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs
Try to setup shadows with procedural rendering but it has shader error
Fixed broken parsing of player names on in-game twitch rivals trophy UI
Merge from heli_flares. (F15 FX update)
F15 flare iteration to bring it more in line with the choppers.
Merge Main -> Experimental
Added a text filter to the loadout tab of the rust editor window
WIll always show the currently selected loadout regardless of filter
Rearrange some classes around
Store UVs in compute buffer (but they don't exactly work)
Merge Main -> Experimental
New boatdriftinfo convar gets info on shore drift status for all boats on the map (and why they have or haven't drifted)
A player now has to be on a solid surface to equip something in the backpack slot
Includes a translated toast if the player attempts this to explain the restriction
Being seated in a vehicle or standing in the back of a scrap transport helicopter counts as a solid surface
Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
Merge Attack Helicopter -> Main
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
Only enable procedural instancing keyword on materials used with instancing
Fix multi compile in the wrong place in the shader
Fix instancing keywords not being present in the instanced rendering method
"Clean" up the shader a bit