31,298 Commits over 3,959 Days - 0.33cph!
Fixed titles in pie menu getting cut off
meta files that changed just due to a full reimport (serialized version increased)
ClientUpdateMounted NRE fix
Fixed wires not appearing during placement with the wire tool
Fixed wires not visually connecting properly when connecting an entity from an input to an output (the inverse was ok)
Fixed some editor NREs
F1 grenades are more predictable and less bouncy
F1 grenade fuse time shortened from 3.5 to 3 seconds
F1 grenades do more damage to autoturrets
HV rockets/sam sites use new damage type dealing extra damage to air vehicles
fixed IK positions due to bone scaling
40mm buckshot does more damage
updated transport helicopter pilot seat
fixed all transport helicopter gauges
rocket launcher is cheaper and T2
HV rockets are cheaper, move faster, and are more accurate, T2
Read-only all RustPlayer models and PlayerModel
Automatically auth player deploying tool cupboard
Fixed upkeep display
Fixed loading screen button being 1 pixel smaller than the bar next to it
Pick up notices hang around for a second longer
Fixes for icons in previous commit
Vitals don't use animators, cleaned up
Subtracted vertex-based terrain carving; not enough tessellation
Fixed time scale affecting debug camera movement
Added optional save name parameter to debugcamera_save and debugcamera_load for multiple save / restore slots
Added debugcamera_autosave and debugcamera_autoload to automatically save and load the debug camera state (separate convars to enable certain use cases)
Added zoom to debug camera state saving and loading
Added camzoomlerp (like camlerp)
Disabled noclip toggle and server input (vehicles) while in debug camera
Small change to flag rotation calculation.
Fixed compile error in BaseRidableAnimal (framebudgetms was ClientVar instead of ServerVar)
Fixed compile error in IOEntity.OnDrawGizmos
merge from wires_and_powerlines
Removed Vulkan graphics API from Windows asset bundles
Fixed error in foliage-billboard
Testing terrain carving via vertex culling instead of per-pixel clip
horse animation and random circle fixes
fixed helicopter debris temperature
merge from screen_settings
Fixed profiler mismatches in BaseRidableAnimal.ObstacleDistanceCheck
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Removed damage values from building hammer
transport heli fuel gauges fixes
transport heli uses 2x as much fuel
transport heli server gibs give much less resources and only metal frags
reduced horse health
horses are now much more responsive and frame budgeted
Scrap transport heli sounds
Hitch and trough ground watch fix
Hitching post and trough can now be placed on construction
Players are now killed if they touch underneath transport helicopter body (helicopters are heavy)
ScrapTransportHelicopter parenting volume tweaks
Tweaked some ScrapTransportHelicopter prevent movement volumes
Deleted some unused shaders and models
Impostor rendering parity w/ hdrp (perf testing)
autoturrets are now undrainable
autoturrets now require electricity ( 10 )
auoturret has output for having a target
autoturret has output for low ammo
autoturret has output for no ammo
protocol++