126,678 Commits over 4,109 Days - 1.28cph!
Fixed store dlc pages items
Add heat source to small oil refinery to make it behave like the furnace/campfire when its on.
Fix player nametags being visible through ceilings:
- We no longer use the name tag world offset for vis check, just the bone position on its own.
- Use neck instead of the head bone to fix cases where the head is slightly clipping into the ceiling.
Compass marker distance values.
Tuning for the new night contrast feature.
Steam inventory page recycling
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights
Applied to new wall cabinet
Fix skin viewer not working (need to use GameManager to instantiate)
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
Refactor child entity handling interface calls.
Call them on server load.
More load fixes, including speed + mass
Correctly restore thrust point after a load
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Reduce the number of log mesages kept in memory from 64K to 1K
Switch to using a queue instead of always removing the first element from a list
Added new modding prefabs:
Added ai_obstacle - prevents AI navigation
Added monument Navmesh zone
Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc
Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
Delete BuildPrefabs (unused)
Merge from trimmed_asset_warmup/scene_warmup
Disable using cached prefab list to build asset bundles
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
Split world spawn prefabs (monuments etc) into smaller asset scenes
Lazy load world spawn asset scenes based on what's required on the map
Unload world spawn prefabs to save memory when unloading bundles
Get rid of async asset loading from FileSystem (unused now)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Revert ILPostProcessorHook to the main version
Revert ILPostProcessorHook, pushed by accident
Resetting your gesture wheel to default will only bind the gestures you own
Fixed being able to bind gestures you dont own when clicking
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merge from autoturret_optim
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
Fixed settings page padding
wee styling change on gesture widgets
Remove one active sibling off all top level pages
Fix crappy blur effect on rust plus modal
Rewire up session modal after design changes
Fix broken loading screen header after design changes
Fixed gesture wheel order
Dont bother trying to update category buttons - have to redo it anyway
Fix play menu constantly turning itself off
Better spring motion
Layout fixes
Removed TrueShadow auto defines
Gesture menu juice, spring motion on the dragged gesture
Fixes
Bugfix: NPCAutoTurret now shoots when it's facing the target
Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it).
Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc