123,984 Commits over 4,171 Days - 1.24cph!
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
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
Realigned colliders and IO sockets on new water purifier model
Code review: Don't run CreateWater invoke if power input is 0
Code review: Don't invoke create water on water pump unless input is greater than 0
Fix entity handler using the wrong method to check for TC auth
added poweredwaterpurifier greybox
added new berry plant colours
Protobuf code generator update (pooled bytes)
[D11] [UI] Temporary Spritesheet Memory Optimisations (about 20mb's saved if Heap Explorer is to be believed)
[D11] Whitelisting the textures used by the monuments during map generation.
[D11] Added Depth of Field settings for Art to test - defaulted to off
Fix errors so tasks actually get completed and a response is sent back
Fixed roadside monuments sometimes spawning upside down (edge case)
[D11] Changed Blueprint_Read to use a small sound prefab instead of a ui_sound prefab.
[D11] Enabling the asset stripping for the release server builds.
Dropbox groundwatch no longer checks for world layer (stuck inside world when bases decay)