121,620 Commits over 4,048 Days - 1.25cph!
Replaced slots, poker table, and blackjack in the static caboose with new static variants
Removed fire barrel on rail platform at Compound
Made the static caboose an entity. Fixes RealmedRemove not working correctly on it. Updated Compound with the change.
Added static caboose to Compound, ran S2P
Fixed static caboose lighting not working
Keep authorize UI open when authorizing players on a turret
Static caboose dressing prefab minor edits
Merge from beltbar_improvements (flashlight/laser attachment icon on belt bar)
New static variant of Caboose Dressing ("Caboose Dressing Static"). IsDynamic set to off on all the culling/LOD/etc scripts
Re-enable light icon
Fix icon persisting after moving item with light enabled
- Removed StaticTrainCaboose.entity, replaced with TrainCaboose.static that has the latest Caboose work (still not actually a Prefab Variant since it's so different, being a static object).
- Various changes to scripts, colliders, etc, to make it a static mesh instead of an entity.
Merge Main -> Static Caboose
Fixed Caboose not shutting off the lights anymore when there's no-one nearby
Add radial option to Harvest/Clone/Clear all plants in a planter
Will apply that action to all valid plants in the planter eg, if 2 out of 9 plants are harvestable using Harvest All will only affect those 2 plants
The option will only appear if at least one other plant in the planter is at the same stage as the plant being looked at
Fixed ability to hit wall in weakspot when a floor or stairs is in the way
Show "X days" of upkeep after 72 hours (rather than > 72 hrs)
Fix placing walls prioritizing middle of wall sockets rather than top of wall (when building jump ups)
Merge Main -> StaticCaboose
Fixed deploy offet of press button so it can be placed near the floor
Fix right clicking into repair bench not swapping items
Cherry pick
76438
(Fix building manager getting cleared in CLIENT + SERVER mode)
Can right click armor into locker and have it go to first free row (will not go into a row if it conflicts with other armor in the row)
Updated industrial splitter mesh
- fixed shader issues
Added textures and setup material
Replaced current splitter mesh with new mesh in prefab.
- updated prefab (Jarryd will have to go through this)
Added ability to recolor existing wires in world by pressing "R" on input / output of wire, will apply selected color
Fix button so it passes through full power for 0.5s when connected in passthrough mode
Main square snow machine setup
Sam site can passthrough power (use it to detect destroyed sam sites not power multiple)
Scene backup.
Static always-on snow machine variant without the terrain effect.
Removed condition from most electrical entities so they stack easily when picked up
(doesn't apply to batteries, solar panels, windmills, turrets, etc)
Armored door & double door 800 -> 1000 hp
Fix Rust+ throwing errors when starting up twice (mainly on hardcore & softcore)
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Cream pile textures and materials
Updated collapsed tunnel mesh with cream pile and chocolates
xmas_tree_pot_rug model and textures
Scene backup & prefab changes
Scene backup & prefab tweaks
fixed uvs on snow_pile_3x6, added snow_pile_9x9
Fixed ocean mesh not updating
staticprop tinsel endcaps and some different colour material variations
Added new version of the splitter model
+ LODs
Just need to texture it now.