130,584 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Roadsign jacket LODs + fixed normals
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                removed scrap costs from softcore workbenchs
 
                
                
                
                
                
             
         
        
            
            
            
                
                 restore WB tax reductions
codegen
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Changed WaitUntilAllSpawned to use WaitUntilWithTimeout
Test list
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Shreddable_PickupTruck only being destroyed on the server by DestroyOutsideMonument when spawned using commands
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a test spawning and killing all entities, looking for NREs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Normal fix on coffecan helmet repose
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                No need to cache saild wind blocked status if not lowered
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cherrypick RendererBatch changes from 
134527, prevents monument prefabs reimport when switching in between CLIENT and SERVER
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from garage_door_2k
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from computerstation_cap_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
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                 merge from marker_teleport_from_server
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from boat_better_shallow_water_behaviour
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Allow mummy mask in conveyor filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fix issue where loaded mission data could retrieve an invalid active mission index
- Improvements for how map and compass mission markers handle deep sea locations
- Various bits of cleanup to places retrieving the active mission instance from a player
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed condenser tanks draw distances being too big
fixed ocean_buoy_static not culling
reduced culling distance on a static rug prefab, enabled batching
added meshCull on a single fish prop that wasn't culling
reduced draw distance on a cardboard crate drawing way too far, enabled batching
wall.frame.cell_static now culls, was relying on building blocks setup which doesnt
some individual LOD distance overrides on barge props
fixed ridiculous draw distance on worklight triple prefab, objects were not culling
fixed ridiculous draw distance on pipewrench
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                shallow water rebalance
- better depth values for speed reduction and unbeaching behaviour
- increased unbeaching accel, applies fraction of it upwards to separate better
- increased turning torque by 50% and raised floor of its velocity scaling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled GPU instancing on CollectableCandy particle system as it breaks the positions of the particles when a Rust/Standard shader material is used with it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boat-shape scoring initial testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from Sail_Minigun_desc
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Replaced boat crane meshes with proper prefab assets. S2P on FC3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed radiation zones not disabling after players leave area
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from puzzle_reset_changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from floating_cities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered
Still WIP, have one edge case issue to fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from eye_wearable_fix_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly)
Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow all the frankenstein parts to be added to conveyor filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow frankenstein mask in conveyor filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove Viewmodel ghosting
Fix dismount NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> turret_viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                vendor_ui_drone_accessibility -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Show if a vending machine is accessible by a drone in the regular map
- Shows same result as in the admin ui
- When updating any building parts nearby a vending machine perform a check and see if we need to update the marker
- Add profiling
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Restored AutomatedTests scene in Scenes menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added back PasteEntitiesEditMode in copypaste so we can edit raiding test scenarios 
Had to split PasteEntitiesInternal into multiple methods
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Took a stab at fixing the worst flex UI known to man (my vendor ui)
- Reorganised the layout, cleaned it up a bit
- Fixed close button not aligning with the listings