126,711 Commits over 4,109 Days - 1.28cph!
Likely fix for spectate button in admin ui not working
Fixed conveyor screen showing item icons flipped on the X axis
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Recovered old dash lights
Added FX/Lighting prefab to AH
Ground effect tweaks.
Increase buffer time to keep slide forward after reloading to 1s
merge from rust_metrics -> main
Revert
78878, we decided we actually do want the heli screen mesh.
Really dumb placeholder gun holder
Cockpit damage lights for better pilot feedback.
Tweaks to mats/textures for upcoming better gunner's screen integration.
Finalizing prefab / scene backup
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Reduced variant count on nature shaders
Add a mission event type for damaging/hurting an entity
Add a mission objective to deal X damage to a type of entity
Drastically reduced variant count on rust std shaders
Add a generic TryFindNearby method to MissionObjective to reduce duplication
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
Add a new mission objective type to mount a specific mission entity
delete unused weapon rack item/prefab
Optimize shaders for lighter input assembly: uv0 included, uv1 opt-out, uv2 opt-in (e.g. wind), uv3 nuked
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals
town square LODs/Cols/prefab
distance tweaks to compound perimeter walls to get included in HLOD process
Use pooling for clientside peg models
new road segments LODs and Colliders, prefabs
removed screen from attack heli main console
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Merge from pistol_slide_remerge2
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Potential fix for pistol vm slide states snapping to the wrong state for several frames if player has some latency
Reworked inverse mode into a new conveyor mode option:
Or: Current behaviour, transfers start if any item filters pass
And: Transfers start once all item filters pass
Not: Only items not in the filter are transferred