193,554 Commits over 4,079 Days - 1.98cph!
[D11] Optimise VolumeManager update by about a half by being more intelligent about restoring defaults only when necessary instead of every frame.
first pass at vehicle sounds
fixed turret weapon rotations
added arc support
fixed fractional reloading
always activate item mods
Fixed "back hits" and zero thickness bug.
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Added GM.PostEntityTakeDamage( ent, dmginfo, tookDamage )
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Converted the ParticleSytemIK update to a IParticleSystemJob
Automatically remove FCVAR_ARCHIVE from replicated convars clientside
Fixed missing physics mats
Boilerplate for benchmarking a bunch of effects.
Show water ml consumption on crosshair info.
Added missing Terrain Placement Map script to some of the new levels
More water + yield calc wip and a bit of refactor.
Removed some more unneeded code.
HapisIsland_new scene, initial build, monument nodes
Range backup
[D11][Gameplay][#3540] No hint string for drinking is activated near frozen lakes
[D11][#3295] Reduced shadow warnings which massively improves framerate with campfires on PS4.
[D11] Cap fog at 15% minimum
[D11][UI][#3573] Translate osk messages [#3578] Adjusted leaderboard headers to avoid text overlap
[D11] Fixed Floating Assets in Powerplant + Train Wagon Incorrect Material
Changed socket placement checks to use new growable entity instead of the old plant entity.
BaseRidableAnimals now eats growables instead of plants.
Using CDN to access the Rustworks configs (ex. maintenance mode)
[D11] HudElement clean code
[D11] Fix for Lantern Glass
[D11][UI][#3563] Slow healing items show a visual for where the player will heal up to on the healthbar
Vehicle lift now uses the new animations. Removed obstruction check since it's so low now anyway. Replaced coroutine with Facepunch Invoke.
Updated palm tree marker data with new system where possible
Presort tree markers by rotation
Move through marker locations in a linear order to eliminate snapping around the tree
Add a new marker data generation system that uses multiple arcs of raycasts to find positions rather than relying on visual mesh vert points (some trees don't have great topolgy to generate good results)
Clean up some duplicate marker datas
Fix terrain topology type
Merge from Main -> Vehicles