250,879 Commits over 3,959 Days - 2.64cph!
Merge from server_browser_update_fix
Modifier serialization, proto.
Fix for server browser still updating while in the background
[D11] [UI] Fixed vending machine not allowing drop input to end when releasing input.
+ Crunched down these effects textures
Berry spawn fixes.
Modifier fixes.
Proper icons for pairing and editing notifications
Set the texture size for some icons which were at the default
Low resolution fog to boost GPU performance (bandit camp)
Hitting foodbox no longer flags player as hostile
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DetailsPopover style fixing, mockdata cluster
water pump emissive scale
Electric heater model and materials
added berries to spawn pop lists
berry collectables and spawn populations
merge from monument_bypass
Added all berry types as growable plants. Seeds, clones, prefabs, etc.
Separate waterlevel and environmentwetness in PlayerMetaboilism, instead treat sprinklers as just another source of wetness like rain or snow
- Propagate damage even when it's a 0 health module being hit.
- Propagate damage to all other modules, not just adjacent ones.
Fixed water drain amounts not updating when disconnecting hoses
Fix water purifier not showing power consumption in inventory
Added Graphics.vm_fov_scale convar to switch back to old vm behaviour
Tweaked crafting costs
Water pump and powered water purifier are no longer default blueprints
Decay modular cars at 25% rate if inside
Possible client NRE fixes in SimpleFlare and MiniCopter
Vehicle destruction with per-module gibs now working
Cleaner and more robust request loop implementation
Demo main menu UI tweaks.
Menu no longer closes when clicking inside the main panel.
Delete confirmation now closes when clicking outside of the dialogue box.
Scale offset viewmodel based on fov
Add gibbable scripts to base chassis and module. Adjust lift gibbable script.
Code review: clamp wetness value so it can't go above 1
RustButton.Grey stylesheet.
Video button styled with it.
Temp icon and more prefab setup for powered water purifier
Fixed double kill warning when destroying powered water purifier
MenuUI.Companion widget iteration & related assets.
Code review: place on water mode now uses water mask raycast instead of a plane
Use the proper position and rotation
Swap buffers without fading or flickering
Realigned colliders and IO sockets on new water purifier model
Code review: Don't run CreateWater invoke if power input is 0
Trigger requests and display the response in a test modal
Code review: Don't invoke create water on water pump unless input is greater than 0