199,240 Commits over 4,140 Days - 2.01cph!
[D11] Adds null check to xb1 headset mixer
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better looking gibs for wood and stone floor blocks
fixed a material assignment in toptier landing prefabs
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Show the Rust+ option on the main menu
fixed orientation of triangle roof greybox pieces as triangle blocks pivot isnt center
Roof conditional pieces (greybox quality) + prefabs
[D11][UI] Fixed Death location not been set.
[D11] Removed popups for full servers, to lay ground work for automatic queues.
[d11][4257] {PS4/XB1} Placing any deployable item breaks the player's camera and causes Null Reference exceptions, causes performance drop
Put in an addition case which I wasn't aware of when I was testing it.
[D11] [UI] Fixed raise foundation translation issue.
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Fixed some oilrig NPC spawn positions
merge from building_blocks_2020
Hooked up damage renderer on scrap transport helicopter and hot air balloon
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
Abstract the damage material management into a new component: DamageRenderer
Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
Adjust steering lerp value
Refactored steering, should now be easier to make small adjustments
Make companion menu buttons have consistent widths
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
Merge from chassis_destroy -> vehicles
Removed some unused recycle phrases
Blood effect shader & particle conversion WIP
Fixed & improved the frosty breath effect.
Various VFX translucency improvements.
Manifest
Update protobuf CodeGenerator (struct fixes, improved dispose error message)
Half3 and VectorData protobufs are now structs
Fix receiving trees not pooling on the client
Fix server not returning map notes to the pool when a new one is placed
Fix client not disposing team data when receiving an updated copy
Hopefully fixed MapNote pooling bug for real!
[D11] Using the external ip address of the server for the map URLs.
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Fixed pink animal footstep vfx
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
Sandbox persistence Context menu property also trims whitespace of the convar value
Sandbox persistence now trims whitespace on input so you don't end up with files that the game refuses to write to/read from
NPC weapon selection is now sorted alphabetically
spas12 viewmodel - fixed issue with shell floating into weapon during reload
Added ENT:OnChangeActivity for base_ai entities
NPC.MarkEnemyAsEluded and NPC.ClearEnemyMemory now have an optional argument - enemy
Added NPC.HasEnemyEluded, NPC.HasEnemyMemory, NPC.GetEnemyLastKnownPos, NPC.GetEnemyLastSeenPos, NPC.GetEnemyLastTimeSeen, NPC.GetEnemyFirstTimeSeen - All of these have an optional argument - enemy, which defaults to GetEnemy()
Added NPC.SetIdealYawAndUpdate( yaw, yawSpeed = -1 )
[D11] Null check to fix the issue with main menu not loading.