193,083 Commits over 4,049 Days - 1.99cph!
Reverted all weather profiles to how they were on main
Reverted all postprocess profiles to how they were on main
Reverted sunlight intensity back to 8
Updated textures of the marketplace's tarpaulin
Forgotten prefab (player_preview)
Fixed RustCamera NRE in edit mode
Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
Fixed lighting not updating completly when changing reflection.quality convar
Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
Copy player tool will now save textures and materials to disk if the piece of clothing/held entity is skinned
Moved GetIdealSlot and GetIdealContainer to serverside to fix furnace slots once and for all (and break some existing behaviour I'm sure)
Extra cine wep/tool prefabs. Backups
Minimise (where possible) changes to item pickup notice transforms
Add global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)
Scale out of zone bounds coordinates down on the nexus map so markers shouldn't appear over the wrong zone when far in the ocean
Early exit from update if map isn't open
Improved the "friction" help for lining up wagons to unload.Now variable based on train velocity and distance to the perfect spot
Fix controls missing on campfire (again) and off phrase
Split up loot panel into fuel vs materials
Large furnace speed increased from 12 -> 15, material slots from 4 -> 5
Added jobs for obstacle avoidance
Increased transition speed on Environment Collection to fix issues where some areas (like underground tunnels) were not darkening fast enough
Coaling tower emptying FX prefab & related files
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Wagon unloading fx & train prefab iteration
teleport + pathing improvements.
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15
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30
Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
Updated sphere tank LOD textures to better match new materials
Added gmod_language to blocked convars (can still read it)
Fixed new ambient light missing from viewmodels under certain conditions
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Moved rocket factory building light switches further away from the door to prevent confusion
Fix NPC_CraneDriver crashing when the crane's magnet is removing
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Resave T0 tech tree, fixes incorrect total required scrap display in tech tree dialog
Add a new SpawnableBoundsBlockers component that can be used to block spawnable objects from spawning inside their bounds
Applied this setup to trees and the prevent building volumes on ziplines so trees should no longer spawn in the path of ziplines
Rather than snap the fuel wagon etc into place, I've decided to sort of increase "friction" when it's lined up correctly, so that the train wants to slow down. Let's see how this goes. First basic version here.
Fixed coaling tower active train car not clearing correctly on the client
Merge from trainyard_update
Add global.showItemPickupNotices for debugging
Profiling