106,619 Commits over 3,836 Days - 1.16cph!
Use hold-to-dismount on the computer station if convar vehicleDismountHoldTime is > 0 and player is currently flying a drone.
Prefab backup.
Nixed a couple of small wall props for shadow debug purposes.
Always call UpdateBookmarks after bookmark press. Fixed button not switching between visually selected and visually unselected after the first cycle through if the entity is not available
Lighting prefab progress
Volumes to slightly de-blue and contrast soften the post layer.
Tiny brightness tweak on signs_backlit_red
RC menu is now able to show an entry as selected even if the associated ent is no longer controllable. Facilitates arrow-key/mouse wheel selection
Can now ping corpses and backpacks on the ground
Fixed bookmark deselecting on arrow press if there was only one entry
Scroll area adjusts to always be showing selected entry when using arrow/wheel selection
Exposed some SoundDefinition slots for ping creation (see GameUI.Hud.PingWidget)
Log workbench level when the craft was started instead of when the craft ends
Exposed global.hideinteracttextwhileads convar in the options menu (User Interface > Hide text while in ADS)
Ignore logging wipe ids of NPCs
Log stashes
Log entity manifest on startup
Fix barrels not being logged
Fixed UV issues on all control_panel meshes to match new oil_rig_trims textures
Added control_panels_tall_crn_b variant
Prefab backup.
Sign emissive tweaks.
Log keycard swipes
Log hackable crates start & end
Noclip violations requires HIghFrequencyStats
Fixed fuckup with biome masking
Push server info every hour instead of once at startup
Fix barrels not logging loot
Add isOcean when items are looted
Move biome to helper .cs
Log server tags
Log device id
Log player count directly
Log player who dropped item & log the player when it despawns
Improved embedded lighting on crew cabinets & elevator switch prefabs.
Reverted craggy's to previous
Added support for anisotropic materials via specialized "Rust/Standard Anisotropic" shader set
Enabling GPU skinning (test)
Packed NMS lighting into its own prefab and organized it.
Nixed distance flares from all the lights, because underground.
Team UI & Nametags will use steam nicknames instead of steam names / streamer names if you are friends with the player
Added 'use_steam_nicknames' convar to revert to previous behaviour
Placement bug fixes, rotation fixes
Refactored AICoverPointEiditor.PlaceOnFloor so it can also be called from new AIMovePointEditor, for move point data editing.
Added "Place on floor" editor button for cover point objects.
Initial move/cover data pass for area B.
merge from nuclear_missile_silo
Unset IsSecurityDoor on all hinged.industrial doors so navmesh data generates correctly.
S2P.
merge from nuclear_missile_silo
Enabled read/write access on mesh data needed for navmesh gen.