32,159 Commits over 4,018 Days - 0.33cph!
merge from save229 - Staging wipe
Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface)
Each toggle was taking 0.3-0.5ms
Move LightGroupAtTime work queue processing to LateUpdate (it has physics lookups for IO entity connections now so it should happen here to elimiate physics syncs)
Don't run the IO entity physics lookup more than once every 8-12s, these light groups were running every frame on monuments that are out of network range since the client side IO entities didn't exist
Update the SeedPosInfo UI every 2s, not every frame
Potentially fix NRE on boot due to DynamicMouseCursor
Merge from server_browser_ui
Added DofExposer from Media_Projects
Added cinematic tab to RustEditor from Media_Projects
Copy over DemoTrack components from Media_Projects, fixes missing script on playblast object warning on boot
Fixed dynamic mouse cursor not working in main menu
Sync changes from FP.Flexbox - hopefully fixes prefabs being edited for no reason
Fixed a world space orientation issue on the large furnace flames.
Merge from VFX (New Fireplace, Large Furnace, Campfire lighting & FX)
Merge from radio_manifest
Merge from modding_prefabs
merge from LocomotiveBell
merge from furnace_ui_rework
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Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc)
Supports an optional entity name parameter to filter results (eg. lock.code)
Supports --json
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Vedning machine map clusters now have a green circle to better stand out on the map
Expose limit fps in background option in Screen section of Options menu
Fix tooltip shadows rendering like rectangles instead of nice soft shadows like they were supposed to be
merge from options_dropdown
Added missing interaction sound to ration box
Larger locker interaction collider in the camper
Stopped fixcars command still filling engine parts in destroyed vehicles
Delete unused ApexAIStorage folder leftover from the Apex purge
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Train fuel wagon LGF max 300->900 and min 100->400
Updated deer raw, cooked and burned icons
Paddle viewmodel
- Fixed bug with vm vanishing during attack anim
- Added admire anim & hooked up in animator
Debris building blocker now immune to explosive damage - Often destroyed in follow-up rocket hit allowing rapid repairs
Disabled vehicle collision on pumpkins
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
Merge from server_browser_ui
Change rotate behavior for the sign painting UI so it's more intuitive (rotates in the direction you move the mouse)
Increase the sensitivity for panning in the painting UI
Also in case you didn't know like me, you can pan in the painting UI by moving the mouse with shift+RMB held down
Update the painting UI palette to one that has a lot more colors (last changed in 2015!)
Disabling "position" vertex compression due to persistent decals flickering across many areas - requires additional performance testing and verification but local testing shows no issues
Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes
Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option.
Summary of changes:
- Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris.
- Generic item drop containers moved from Ragdoll to Debris.
- Various special event collectables moved from Ragdoll to Debris.
- Some vehicle storage containers moved from Ragdoll to Vehicle Detailed.
- Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris).
- GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
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LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into