130,614 Commits over 4,171 Days - 1.30cph!
Can no longer loot the input side of dropboxes from the other side
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
Merge: from baseplayer_serverupdateparallel
- Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon
Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow
- Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration)
- Also fixed marking player hostile if weapon drawn for long enough - same fix as above
Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later.
Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
Fix Invisible fire around Bradley APC debris, also fixes related entities.
added missing rhib buttons
Add mannequin image to general store and page
Added dials to control panel on rhib crane
rhib crane lods and prefab
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
Hazmat suit despawn rarity set
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
Scene cleanup / medical barge prefab
Revert change to calculating distance on MissionPoint
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
Add method to calculate remaining path length
Revert bad file change from merge
tweaked lod distances on clothing mannequin to cull sooner
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
Merge from mission_create_streamlining
- Various small misc changes to working with missions in editor
- Fixes for Activate Sensor mission
- Adds ShowIf attribute to contextually hide fields in the inspector
▍█▅▊▌ ▋▌▊▆▆▉▋▋ █▉ ▊▍▊▊▇ ▆▋▌▋▍█▅▍▉ ▍▅▅▆▌▌▉ ▌▆▄▆▅▊▌▋ ▍▅ ▅█▌▌▋▍▊█▌▅ ▊▇▊█▊▍▄▇▅▇█ ▌▉▍▌▊'▊ █▆▉▌ ▅ ▋▋▆▊▄▋▆ ▅▉▋▄ ▊▍ █▉▉ ▉▅▊▉▊ ▊▋▇ ▍▌▍ ▄▇▆▆▆ ▇▉▉▍ ▅▄▌▇ ▅▍▋▊▌▌
merge from decor_lighting_dlc
Clean: extra "can kick" annotation
Tests: none, trivial change
Clean: fix formatting in BasePlayerr-Server.cs after merges
Tests: none, trivial change
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
fluorescent wall light no longer a skin of the ceiling light
re-exporting 3p boomerang anim to fix shoulder issue
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Pickup toast message keys now correctly display when using DebugLanguage 1
merge from dunes_barricade_fix2
merge from scrap_heli_gibs_fix_2
Fixed despawn rates for:
M15
Pilot suit
Abyss hazmat
▅ ▊▄▌▍█▄ ▄▊▉ ▍▊▌▊ █▉█▊▇ ▇▉▉ ▊▆▊▄▍ ▌▍█▇▋ ▄▉ ▇▄▄▇▋▌▅ ▄█▆▅▋▋▆▉
Fix scrap hei gibs read/write after they were reverted by a previous change
▋▋▄▉▍▍▅ ▄▆▅▆ ▄▄▆█ ▄▄▆▋ ▉▌▊▆▆ ▊▅▋ ██▇▄█▄▄
merge from decor_lighting_dlc
Update with Krieg backpacks
Let's get ParrelSync to work with Rust:
Symlink CFG
Symlink Texture Bundles