135,533 Commits over 4,293 Days - 1.32cph!
merge from Xmas_CollisionMesh_Fix
merge from building_blocks_skin_and_fixes_dec25
merge from YouTooz scientist plushies LOD fix
cherrypicking bamboo_shelve_stacking
upressed SKS skinnable texture submissions to 2k from 1k
scrap box matrix added, updated icon, prefabs updated
supply lightdir/color for water again, adjust texture formats
fix double-rendering atmosphere
sync Rust.RenderPipeline changes:
- fix missing shader parameter for legacy shadow caster shaders
- render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render)
- make camera context directly accessible by the camera component
- add RustRenderPipeline pipeline shader tag
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Merge from artist_pack_dlc
Fixed reactive target collider not updating on the server
Reactive target gibs are simplified, gib meshes are no longer r/w
Reactive target fixes
Fixed ground watch floating in the air
Simplified placement sockets to 4 corners and middle, expanded all sockets
Fixed rotation axis
pt_boat_turret_fixes -> main
- Fix rear turret being able to move outside its clamping bounds
Server admin UI tab progress
merge from artist_pack_dlc -> main
Lowered HLOD distance of floating cities 200 -> 100
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Resolve self-crash with File:Read
Add fallback material for sprites/flare6 (env_funnel)
Add 2koth_ and cppl_ maps to TF2 category
Replace coreball.mdl with one with simpler physics model
Merged Pull Requests
* Fixed start/stopsound for some entities in Hammer having invalid default values
* Localize "password" placeholder in server browser
Some potential crash fixes
Item list flex scroll fixes
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Update: add TestOnCycleStackables test to validate onCycle caching
Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere
Tests: ran unit test
Fix native grid crash with buoyancy batching enabled
Added playerboat.kill_all_above_deployable_count command.
Added keyboard controls to the item list
Merge from deployable_limit
Include count of total amount of warnings and errors after the manifest finishes generating
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for player connecting to a sleeper from a save emitting an error
Tests: unit tests + 2p on Craggy
merge from main -> fix_manifest_errors
Update: OcclusionValidateGroups now also checks all active players and all sleepers
Tests: none, trivial change
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save
Done via initializing sleeper if it supports server occlusion in PostServerLoad
Tests: unit tests + 2p on Craggy with a sleeper in a save
Deployable limit convar wip
Update: another flow change to ReconnectToASleeperFromSave
- added missing PostServerLoad call
- adjusted expectations
Tests: ran unit test - still fails as expected
Update: adjusted the expectations for ReconnectToASleeperFromSave test
Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code
Tests: ran unit test, it fails as expected
- Fix turret movement not being visible to others (when other players are using it)
- Half front turret sensitivity
fixed paintable window collision - thanks elliot.
Handle NRE inside NPCAnimController.DoPrepare()
added new sounds to the modular boat steering creaks