122,191 Commits over 4,048 Days - 1.26cph!
Fixed shadow handling in transmission, can be made available in any standard shader now; nuked specialized transmission shaders
Merge from main -> gameplay_metrics
Test setting affinity manually for 7950x3d & set process priority to high
Show first three letters of a map marker label on compass
Adjust cave lift trigger hurt volume to hopefully prevent false positives
Splitting instances into buckets to save on memory
Temporarily buff satchel damage whilst the damage reduction bug is investigated
Added profiling.
#if editor
merge from deployables_layer_fix
Fixed NRE when inserting an RF item into a dropbox storage
More input handling, only allow one marker to be selected at a time
Input handling, when the text box on the marker edit UI gains focus the map will stay open (since we need keyboard input)
The map will close the next time the player presses the map key
Replicate access to the turret held item to the client
Fixed BaseProjectile GetAvailableAmmo() returning capacity instead of contents, when player is null
Initial label support, needs input handling
Add "Tools/Find/Find Repair items with 1 cost" debug tool
Attack heli placeholder gun turret update
Mark drone condition as repairable, fixes not being able to repair in repair bench
Fixed tactical gloves and all diving gear not appearing in industrial filter search box
Merge Main -> Attack Helicopter
Disable daisy chaining restrictions, daisy chained containers will now always receive their appropriate split regardless of the state of the container before them in the chain
Fix pegs not being shown when swapping a weapon
Tunnel LOD/COL progress
Scene2prefab
Working thick transmission model; moved to specific shader set (Rust/Standard Transmissive)
ghost and outline fixes and improvements. tidy up.
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
merge from PZTMissingFaceFix
Don't show attack heli health info while player is mounted
Update spawn list minicopter convar name