256,247 Commits over 4,018 Days - 2.66cph!
RustEditor can now scroll
Fixed game not starting in editor if the selected inventory override does not exist (like when switching between branches with different inventories)
Basic working health sync between physical modules and their items
Better raycast targets on vending machine cluster
Fixed death screen not populating properly when loading into a game where the player is dead
Client now requests respawn info if dead
Move show model/hide model methods
Fixed modules that were missing model settings and rebuilt manifest.
WIP fix for players sometimes being removed from teams when they die
new example plugin included with build
Shrunk the size of crafting buttons to fit new category (was 37px, now 33px)
Comments, plus test module update
Add vehicles branch to Slack trigger
Fixed toggle buttons being hard to click
Model visibility info edit
Lowered piano hand lerp speed
Fixed xylophone dismount positions
Fixed core layer opacity / colour in the menu
Allow restricting model visuals to e.g. "show only if NOT wheels".
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Improved visible model refresh methods
Adjust test model textures
Adjusting dual socket test module model
Added new diffusion profiles to HDRP assets
Fixed export to wrong path
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updated player piano source
Fixed grass materials
Fixed materials on small plants
Tweaks to tree materials
Made grass darker to match trees better
unfucked lighthouse_a prefab postmerge
Bandit town and swamp cabin were not labelled scene2prefab
[D11] Vertex shader LODs added to assets from Structures\Pipelines, wooden cabins, supermarket, rocket factory silo
[D11] [UI] Fixed liquid containers not correctly splitting the overspill when giving containers water.
Update Fleck with some fixes for console spam, also add redundant checks in the RCon listener to make sure nothing slips by
Better saving + export. Jobified the monument transforming code.
Added vertex shading to LOD3's for
Assets\Prefabs\Food Assets\Content\Structures\rocket Assets\Content\Structures\Train_wagons
Added some extra level LOD's for some assets.
Launch site rocket_wagon baked LODs
[D11] + Structures\launch_site_floodlights updated to new LOD system
Dump Truck B fixes.
Excavator cables don't shadow because ugly w/volumetrics.
Cleaned excavator_yaw.prefab
[D11] + structures\launch site assets converted to new LOD system
near complete set of LOD meshes for Structures\Roads
Digger vehicles & dump trucks.
More excavator materials.
Scene backup.
Fix soft closing not being used as of the last commit
Call OnError for write errors too
Always call the SendBytes callback - pass a bool indicating if it worked or not
[D11] Assets\Prefabs\ComponentItems LODs
[D11] Replace LaunchSite lift's skinned mesh renderer with a standard one
[D11] + Structures\house ruins converted to new LOD system