123,755 Commits over 4,171 Days - 1.24cph!
Revert unintended fuel generator change
Merge from gib_pool/blocks
Updated TransparentWithDetail shader to use instancing.
DamageRenderer now ignores any materials NOT using instancing.
Refactored glass pane damage FX to be part of the main damage renderer.
All glass on the car now shares a MaterialPropertyBlock.
Basic glass damage FX and conditional destruction. Some issues
Find gibs without overrides menu option
Moved TMP hacks in UIDeathScreen so they're not constantly being run, should now only run when UI is opened/closed
Cache the water drinking raycast point once per frame instead of raycasting for every menu item
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Fix player accumulating velocity while in debug camera
No-hud screenshots now also take screenshots from any ScreenshotCameras in the scene. Moved the post-FX parts of MainCamera into a new "RustCamera" base class, so ScreenshotCamera can share it.
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More AnimatorLOD components added, removed some useless Animator components
added surfboard shop signs to scenes
Added AnimatorLOD to a bunch of prefabs
Optimized boat shop emblem prefab
Added LODs/Colliders and prefabs to the large walkway set
Updated prefab links in fishing village scenes
lowered surfboard_sign so pivot is on hanging part
Helicopters now disable global broadcast when turned off
Use gib overrides on kayak
Remove Screenshot Camera prefab
Revert previous commit, trying a different system
Screenshot cam initial work
Added effects.clearallgibs command to immediately clear all active gibs
Moved searchlight IO points to middle of its base
Overrides for:
Barricade varieties
Barbecue
CCTV
Computer Station
Composter
Ceiling Light
Chair
Fixed some serialised fields getting compiled out on the gib prefab
Allow read+write on color picker textures (and skip them in the import analyzer)
Fixed NRE when disconnecting from a server while gibs are waiting to be destroyed
Fix more possible NREs in ForceUnderwear
surfboard static prop and sign with material variations
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Updated trainyard volumes & lighting, and fixed new cliffs clipping into things.
+ S2P.
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Added some utilities to find prefabs etc. with animator components.
Moved GetBestRoamPosition from HumanNPC to AIInformationZone, optimised the loop checks.
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