143,239 Commits over 4,413 Days - 1.35cph!
Update: add StringView.Trim
- added unit test
Tests: ran unit test
Update: implemented StringView.Replace
- added unit tests
Tests: ran unit test
Initial wip on an attempt to refactor the beast that is SprayCan.ChangeItemSkin
The idea is that entities handle things they need to persist through reskinning themselves via Preserve and Restore methods
merge from censorshipbreast_mountable_fix
Added disableBreastCensorshipWhenMounted to BaseMountable, disables the breast censorship cube on female character when mounted
Applied to horse, steering wheel and ballista
(was already a thing on ballistas, just moved it up to BaseMountable)
Shift some small apartment props around too
Shift large furniture props into furniture root so they only spawned when rented
Move all the contents of the medium apartment into furniture so it's only spawned while rented
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting)
- Camera points slight up when a ball is in the way
- Seperate all the logic over so the pooltable is in control of most of it
- Cleanup
Convert small apartment props + move new props into "furniture" parent so they only activate when rented
Industrial Torch - Updated worldmodel with LODs
Convert more props from medium apartment into entities
renamed to industrial decor pack
Convert double vanity prop in bathroom
Redo swapping some of props -> entities in small, medium & large apartment
Fix double vanity entity prop positions
merge from PlayerRigUpdate2/inventorypreview_improvements
merge from PlayerRigUpdate2
Added post processes to the inventory player preview, uses the same profiles as the maincamera
updated override controller
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
merge from industrial_dlc (and bowless_crossbow)
Fixed BatteringRam.DamageEntities NRE
merge from bowless_crossbow
Fixed torch fire effect texture compression artifacts
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace
Also fixed the IO sub entity being respawned over and over when reskinned
medium apartment lod fixes
cobwebs
cockroaches
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Extended legs a bit further up in pants.shorts so transparent skins work
merge rust_relay_server -> main
merge main -> rust_relay_server
Ensure FakePlayer at net startup and server occlusion tweak
merge from main -> apartment_complex_monument
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
fix water wheel water loop sound class (can occlude now)
Tweaking industrial torch burst cloth settings
deploy timing changes on cowbell, flute and trumpet
Set MouseDelta LegacyScale to 0.1 on macos
merge from workshop_emission_fix_again
workshop emission fix:
when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Setup colour changing with spraycan on industrial shelves