140,504 Commits over 4,383 Days - 1.34cph!
wall shallow bamboo shelf
- fix sitem itemname to allow skinning from repair bench and spray can
Check default navmesh is built and log error if not in agent queries
Merge from terrain_renderer
Change culling test to check using map of device ids
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
build skins for industrial salvaged shelves
industrial electric furnace
- item updated
- skin
Update: replace hardcoded constant with GamePhysics.DefaultMaxResultsPerQuery (same value)
- also submitting missing meta file
Tests: compiles
Updated all kitchen cabinets inside apartment prefabs from meshes>prefabs
merge main -> rust_relay_server
industrial auto turret
- updated item skin
Resolved stale state issue, tidied bootstrap
some more world layer setup for recent props
- Fix flex transition play on awake not working
- Minor design stuff and alignment
Updated Foldable Table Prop to World Layer
Updated Firewood and Firewood Holder Prop To World Layer
Updated Makeshift Coffee Table Prop to World Layer
Updated Small Kitchen Cupboard and Cabinet Props to World Layer
merge from tincanalarm_v2
Can add flares inside the tin can alarm
Updated All Kitchen Cupboard and Cabinet Props to World Layer
industrial auto turret
- fix localization and linked skin to industrial sitem
merge from spraycan_barrels_support
industrial dlc
- fix sitem localization
toggled hidden in workshop on shelves and barrels skinnable assets
industrial electric furnace / industrial shelves
- polish textures
- updated icon
- updated prefab
- updated localization for all industrial shelves & industrial electric furnace
- manifest updated
industrial electric furnace
- remove redundant prefab
merge from socialmenu_optims
configuration overhaul, all relay settings are now convars
Restored NVIDIA reflex options being disabled if not supported
Added DisableIfDlssNotSupported to DLSS option (was only on DLAA)
Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
Updated Foldable Table Folded Version Colliders
Populate the friend list on init so the social button can show the online count
merge from weapon_refresh_binoculars
merge from DefWorkbenchupgrade_desc
merge from ziggurat_materials_fix
merge from roadsign_spawner_fix
merge from bag_corpse_health_fix
merge from deepsea_harvest_fix
Fix not being able to harvest / clone plants on a boat while in the deep sea
Fix health info showing up for sleeping bag / towel corpses
Stronger override for all container corpses instead of relying on ShowHealthInfo
Fixed missing basecolor in a couple of materials related to ziggurat scene
Updated HLOD
Ziggurat S2P
Reenable all roadsign spawners - they were mistakenly saved as disabled in recent months (127266 / 140558), causing no roadsigns to spawn in monuments after they were S2Ped
S2P outpost, junkyard, powerplant, satellite dish, sewer branch, military tunnels, fishing village a, water well b & c
adding a static binocular prefab to avoid using the worldmodel in monuments
fixed the supply barge missing prefab link
S2P floating cities
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P