194,186 Commits over 4,079 Days - 1.98cph!
Don't show gang signs or map icons for game modes that don't use them
Serialize gang HQ in a better way, make spawning safe/payphones optional. Network++
Cull distance consistencies.
Fixed obsolete scripts still being on some proplights.
Scene backup.
New longneck siren proplight prefabs.
Ship progress.
Slight SSR on ship_interior_floor
Remove gang payphone sign prop
Added support for NOT batching parts of buildings, and applied it to gang signs, so that they can set their renderers to show the gang info.
diesel spawns at junkyard, oil rig, sphere tank
can purchase diesel fuel for a tonne of low grade
Scene backup.
Mercury vapor bulb variants of the ceiling lights.
Merge fix Main->Mission branch
excavator frequency broadcast
rock sounds
alarm lights
Fixed error that occurred if a player left a shop quickly before a purchase round-trip got back from the server.
further AI setup
effect/trigger toggle
belt setup/toggle
Framerate/Bitrate sliders
Fixed potential water system issues when ocean body not in scene
[D11] Merges latest voice chat into main
[D11] Merge with main, fixes voice debug hooks.
[D11] [UI Optimisations] Fixed periodic layout rebuilds on server update. Added TMPro condition to prevent layout rebuild when text is set and is the same.
Rust.MovieMaker plugin
Added Rust.VideoOut.VideoRecorder
VideoRecorder supports Time.captureFramerate
Time.captureFramerate audio captures propertly
Started navbar, export button works
[d11]Optimise PlayerWalkMovement.HandleDucking
Async sphere cast.
[D11] [Audio] Temp hack that allows me to checkin current voice code to main branch
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
wheel kill and better lerping
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
func_breakable_surf break sounds are no longer played at the 0, 0, 0 position
func_breakable_surf and other entity impact sounds are no longer played at 0,0,0 position
[D11] Ensure the Controls UI display selects the correct control method when opening
[D11] oops - checked in by mistake
[D11] WIP teleport with rotation
Update 'branding' script less frequently
Added LightLOD to shadow casting lights in monuments (Airfield, Launch Site, Military Base, Compound)
[D11][UI] Wip white list player option
VideoOut audio support
video.record test command - saves game to mp4 (not really fast enough for live gameplay capture)
small optimisation to OBB.ToBounds