255,037 Commits over 3,990 Days - 2.66cph!
Rename "contents" garage UI title to "output"
Hide garage output when empty + fix client compile
Disable "EmitSound: Whatever out of bounds" and just clamp the values instead of not playing the sound
The ladder mount sounds now match the footstep sounds for custom footstep sounds
Now that the internal garage container is shown in the UI, remove the PlayerLoot CanMoveLoot code from changeset #
42636 entirely. This also fixes loot not moving from the output container into the main inventory correctly.
It does feel wrong to let player right-click move items from inventory into the recycle "output" container, but I note that the recycler allows it.
Tweaked bass hold position
adjusted autoturret cost and description
▅▍▍█▆▇ ▌▄▉▋▅▄ ▅▄▍█ █▋▅▄▅▋█▊▄
▊▇▉▍▊▌▇▉▋'▅ ▅▉▇▆▆▌▊▆▅▇▉▇▇▅▄ ▋▍▅ ▇▅█▉▆▇▊▍ ▆▅▍▌▋▉▇ ▌▋▍▅█▌▆▉ █▆ ▆█▆▄█▍▌▌ ▆▅▊▋ ▊▆▍▊ ▇▉▉▇ ▆▊▄ ▍█▇▅▊█ ▆▄▊▄
Fix combatlog not usable without admin
Fixed MIDI input sending RPC's even if a note was rate limited
Added a max of 5 MIDI notes started in a frame
Fixed door.hinge textures not read/write for some reason
Move AllowFullKeyboardInput to the NoteBindings object, should fix full keyboard mode not working on compound instruments
Merge from Main -> Vehicles
▍▅▋▅▉ ▄▅▄▌█▊▇▄ ▍▋ ▋▌▄▍▋▇▆ █▉█▋▅▌▆▌
▊▋▄▊▄ ▌▉▆ ▆▌▆▍▌█▆▆▇▆ ▉▆ ▄▆▋▄▍▋▋▅
▋▋▌▇ ▋▄▌/▍▆/█▌▌▅▊▋▅▉/▇▇▍▇▅/█▍▆▄▋▇▄ ▄▊▇ ▅█▉▉▍▌▆▌▊▇▄▌ ▇▊ ▄▇█▊▉▉
Chassis recycling now goes into garage container instead of all dropping on ground, shares Recycler method
Better volumes & minor iterations for Harbor 1 & 2 + s2p
Added some textures in Prefabs/Clothes, Prefabs/Deployable, Prefabs/Instruments and Prefabs/Weapons to streaming pool
Added some textures in Rust.Ai, Prefabs/Tools, Prefabs/Resource, Prefabs/NPC and Prefabs/Misc to streaming pool
tambourine - made player and vm shake anims match updated sound
drums - updated position of some ik targets, updated sitting pose on player
Update FacepunchJobs - Web Deploy.pubxml
▆▇▊ ▇▊▋ ▆▉ `▆▋▅▅▅▅▊▊`, █▄▊▋▊▄▆▄▅█▄▋▊ ▇▌ ▇▌▇▉ ▇▌ ▇▄█ ▆▇ █▄▇ ▌▌▄'▆ ▉▉█▇█▇
Abort connection if connecting to an EAC protected server without EAC loaded
[D11] fix some broken mesh references in the bush prefabs
Fix server using the wrong look rotation
[D11][UI] Change the loot panel used by 6 slot loot containers
[D11] patch up some palm tree prefabs to use the older (?) material that doesn't rely on LitBase which we haven't merged yet.
GenerateTerrainMesh can now be used on custom maps in the editor without modifying the terrain data asset on disk (by making a temporary copy in play mode)
TerrainHeightMap.GetHeight now interpolates along the exact triangle lines of the terrain mesh instead of approximating them as a quad
Fixed DownloadStringCoroutine
Updated hooks for server jobs
All hooked up, basics are working.
[D11] fix up diffusion profiles, update various tree mesh,material,textures from Facepunch hdrp branch. Also runs "Enable Mesh Streaming" again to apply it to these tree meshes, but it's caught some other meshes which didn't have the flags...hopefully that's ok.
Fix weirdness when mounted on things that aren't completely upright
Remaining Harbor 2 + s2p + merge prefab
Less spammy dedicated server bootup