145,032 Commits over 4,413 Days - 1.37cph!
Increased inventory player preview render texture resolution to fix the hair dithering looking bad
merge from industrial_dlc (and bowless_crossbow)
Fixed BatteringRam.DamageEntities NRE
merge from bowless_crossbow
Fixed torch fire effect texture compression artifacts
Remove furnaces from the cooking queue on destroy, fixes nre when reskinning an electric furnace
Also fixed the IO sub entity being respawned over and over when reskinned
medium apartment lod fixes
cobwebs
cockroaches
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Extended legs a bit further up in pants.shorts so transparent skins work
merge rust_relay_server -> main
merge main -> rust_relay_server
Ensure FakePlayer at net startup and server occlusion tweak
merge from main -> apartment_complex_monument
change waterwheel electric zap sounds to be same occlusion settings as rest of waterwheel sounds
fix water wheel water loop sound class (can occlude now)
Tweaking industrial torch burst cloth settings
deploy timing changes on cowbell, flute and trumpet
Set MouseDelta LegacyScale to 0.1 on macos
merge from workshop_emission_fix_again
workshop emission fix:
when the workshop reads colours on materials that have default HDR emission intensities not equal to 1, it now divides by the default intensity. thus restoring the RGB slider values used in the skin submission.
assigned latest bowless crossbow 3p animations to its override controller and set holster/backpack gun position
Setup colour changing with spraycan on industrial shelves
set fake player to default to false
Adding burst cloth material for industrial torch
MP5 deploy animation timing update
Adding burst cloth to industrial torch viewmodel setup
Blowpipe reload animation update
- Setup cleaner and more reliable reset flow
- Fix loaded server authoritative position from stomping a predicted position (again)
- Add 'include walls' to the raycast options
- Codegen
- Ensure pool table syncs state after each ball pocketing
- Line renderer stops when it intersects with a wall or ball in the pool physics engine
- Stop jumping into the air when you dismount after a shot
Ripped carpet decals for interior
fix BBQ workshop prefab being closed when publishing
Updated player unarmed idle
Optim: SplitQuotesStrings - use pooled list internally
- also gave it a small clean, as it was a bit horrendous looking code
Saves us 3 allocs - down to 6 allocs, 0.25KB per call
Tests: unit tests
merge from industrial_dlc
more terrain height polish and splat painting
pushed set dressing density around the streets and secondary buildings
merge rust_relay_server -> main
Optim: SplitQuotesStrings - replace regex usage with hand-rolled processing
Saves us 24 allocs per call - now 9 allocs, 0.5KB per call. As a bonus, looks to be 3-5x times faster
Tests: ran unit tests
merge main -> rust_relay_server
fixed another NRE in FakePlayer occlusion
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
Reset the game when the 8 ball is pocketed before its due
hammer anim update on deploy
Update(tests): more failing edge cases
Tests: ran unit tests, old logic passes
merge from bowless_crossbow
Disable motion vectors for io arrows, fixes motion blur issues