130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Updated some test scenes that used craggy's terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
 
                
                
                
                
                
             
         
        
            
            
            
                
                Savas and Savas koth wrap up before playtests
 
                
                
                
                
                
             
         
        
            
            
            
                
                removing old testmaps I made
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] More Z fighting materials fixed
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                [D11] Don't call CanLookAtEntity every frame
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Translate Kick messages
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Prevent server code running on client
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Don't disable/enable poolable behaviours/components when destroying
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tentative fix for lift not deploying in builds
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Moved car lift to electrical category
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Using IOStateChanged instead of UpdateFromInput
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boot out player interaction if they're using the lift when it loses power
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Remove obsolete method, exit Modular Car inventory loadout, edit test map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from Main -> Vehicles
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Show some helpful messages when a notification fails to send
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11][#3169] Show popup when failing to connect to Rustworks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11][#2997] Do not mark the player as hostile for setting fire to their own corpse. Check we are not hostile when trying to respawn at outpost
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Upgraded construction distance while snapping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a temperature based water requirement multiplier to properties.
Water requirement calculation now uses it.
WIP refactoring some related stuff.
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11][Art][#3193] Holographic Sight glass material
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                [D11][Animation][#2470] Player model light sources activating when triggered
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Exposed detail mask tiling/offset in HDRP/Custom/Lit Blend Layer shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
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                [D11] Optimised Flame turret fire particles.
 
                
                
                
                
                
             
         
        
            
            
            
                
                [D11] Optimised Flamethrower fire particles.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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