2,852 Commits over 2,072 Days - 0.06cph!
Adjust RPC message TTL based on the timeout duration
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
Don't bother storing Rust+ info in nexus if Rust+ is disabled
Merge from nexus + manifest
Allow selecting which zone to start in when connecting to a nexus the first time since wipe
Provide connection protocol to remaining nexus redirects
Updated FP.Nexus to reflect port field changes
Moving repeated bits into NexusUtil
Allow flagging servers as a starterZone which will require new players to join one of those when first joining the nexus
Update FP.Nexus (should fix "socket is not connected" errors while server is still booting)
Fix neon sign paintable layers not being transparent in unpainted areas
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
Reapply changes to ferry terminal
Fix server failing to start when nexus is enabled and the save folder doesn't exist yet
Fix ferry getting stuck while departing the ferry terminal (and then warping to the next zone)
Fix ferry SphereCast returning incorrect values when it hit something
Fix turrets not spawning correctly on nexus ferry
Update CraggyIsland_Nexus to have a ferry terminal
Hide the marker list while in the nexus map
Set up ferries to go to the new ferry terminal monument
Remove placeholder ferry dock monument
Add a convar to hide the nexus tab on the server browser
Store server protocol in the nexus so the client doesn't need to guess it when connecting/transferring
Fix getting player auth token after steamworks SDK upgrade
Fix map missing the markers list UI
Don't apply mounted length modifier to cloth for standing poses
Fix wonky simulation space logic causing weird movement on held/holstered items when parented
Reduce stiffness a bit more towards the end of the chain to make it more stable
Remove constraint components on anchor bones (they don't do anything there)
Allow a bit more angular movement on the 01, 02, and 03 chains
Bias the rotation constraints on Z axis a little bit for 01 and 02 to reduce clipping
Update BurstClothHitboxCollision to set the simulation space to the player for held/holstered entities
Update FP.BurstCloth (simulation space bug fix)
Tweak ghost costume cloth material
Tweak diver ak cloth parameters
Update FP.BurstCloth (lerp root bone positions while simulating)
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Updated burst cloth mats
Enable mipmaps for diver ak icon
Update FP.BurstCloth, tweak everything again
Cherry pick
84023 (switch to BurstClothHitboxCollision)
Replace BurstCloth components with BurstClothHitboxCollision so things handle parenting etc better
Update BurstClothHitboxCollision to work with entities other than players
Update FP.BurstCloth (stiffness and other fixes)
Crank up stiffness on diver ak to fix clipping
Diver pickaxe chain mat tweaks
Update FP.BurstCloth to latest, tweak cloth mats
Free paintable texture when the paintable object is destroyed instead of letting Unity do it later
Fix painted texture disappearing way too close on the female variant of the egg suit
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
Merge from diversuit/burstcloth
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%)
Refactor calculation order in FP.BurstCloth to help things propagate better
Tweak starting bone positions and apply length constraints to diver pickaxe VM