253,043 Commits over 3,990 Days - 2.64cph!
Dupes/Saves/Demos sub sections in main menu show whether -noworkshop is active
Hide Subscribe/Install buttons in main menu with -noworkshop
steamworks.FileInfo's "children" key uses numbers are keys, not strings
[D11] Optimising texture sizes for console
[D11] Specular for Bear, Stag, Horse and Wolf tweaked to more appropriate values
GrowableEntity consumes fertilizer from PlanterBox. Switched Corn to GrowableEntity. Bit of a refactor. Save file.
[D11][#3295] Halved campfire particle emission rate for smoke and fire to improve performance
[D11] Reduced Shininess of SLOD material
[D11] Junkpiles collision fix
[D11] Restored missing junk pile bases from a couple of prefabs
Merge from d11_console_version
[D11] Metal1 and Blood_BulletHit effect fixes
[D11][UI][#3013] Fixed planner rotate button prompt been set to triangle after looking at wall with hammer
[D11][UI] added translation string for the BradleyAPC
[D11][#3029] Fixed BradleyAPC not been assigned as the deathBlow initiator when killing a player with its main cannon
Fixed case where last selected stage wouldn't update
Updated Facepunch.ExpressionStrings
Fixed workshop song loading in the menu
Better exception handling
better normal calculation
placeholder Composter prefab setup, manifest, save update.
[D11] Tugboat Magenta LOD fix
Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
adding LOD
Regrouped all the module/chassis etc on a single mat/texture
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Fixed incorrect accuracy calculation
Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
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Import MeshBaker plugin (minus Examples directory)
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
fix missing reference/ wip LOD
Updated texture array creator (fixes + sort on drop)
Added base layer + detail mask texture array path w/ instanced per-material index
Added "rust/standard indexed" shader set
Fix spawnable script setup
Fix an item being lost when a corpse with full inventory despawns (into a backpack), the item that can't fit into the backpack will get thrown onto the floor now
Nuked custom 2d texture array inspector (unity now has built-in)
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again.
Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.