106,682 Commits over 3,836 Days - 1.16cph!
Updated core/foliage materials with explicit renderQueue value
Adding several convars to configure and debug multithreaded networking
Caldera map solid baseline build
prefab'd the custom map world setup stack
Slingshot and rock, materials and textures!
empty backpack when storing it in another container
reduced island altitude by 10%, this might help with some monuments
flattenned the crater lava area, this will allow arid monuments to spawn in the crater
volcano hill is smoother
fix for client not refreshing bp inventory when moving bp in some situations
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Conveyors will now turn back on after receiving power if they were on when they lost power
Close only if the user clicked outside the camera area
Modal interaction blocker
Remove UI canvas raycaster
Visual border on the popup window. Set the window size programmatically.
Delay camera showing until the skin has loaded
Match perfectly the size of the skin preview image (hardcoded for now)
Clean up unnecessary components
Fixed camera movement looking like winning Solitare in the 90s
Use PropRenderer scene lighting and positioning
Don't try to send disconnect reason to the server if already disconnected
Added shadow cache blur scale param to ShadowCacheBlur.Apply()
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
Can now loot another player's backpack if you're behind them and close enough
fixed the world setup stack
backpack skinned model and wearable setup
Added backpacks, only one can be worn/carried at a time, adds new separate row of storage slots. Can be interacted with from the ground or inventory, slightly reduces move speed.
WIP on some lighting issues
Fixed TerrainPlacementMap issues when used on custom maps
Change SkinViewer to be a prefab instead of a scene, and load it as a prefab.
Change main menu UI to be in screen space camera instead of screen space overlay, and change the video to be on a rendertexture. Allows for a second camera over the top.
Editing is now locked while a player has a held entity (please don't shoot the mannequin)
Player no longer collides with mannequin rotation gizmos
UI fixes
Rebuild missions HUD to use flexbox and RustText
Label optional objectives as optional on the HUD
Can now edit all three bones on each finger