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BASS.DLL sound streams are muted if game loses focus and snd_mute_losefocus is set to 1
Don't show team leader's death marker to everyone
[D11] - update to water / colour grading
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Planters are now stackable (10)
Fixed small planter repair cost
Replace dev art engine internal icons with official art. In icon info, show "quality" instead of tier, with clearer text.
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Disable shadow casting on hose line renderer, seems to fix the flickering issue when particles are on screen
Remaining biome volume stuff & TOD exposure iterations
Highlight vehicle modules with the hammer in the same way that building components are highlighted
Fixed not being able to store salt water in water barrels (was an unintended regression)
Can now store salt water in water barrels but it won't count as "fuel" and cannot power sprinklers
Cull sprinkler animator completely
Added grass displacement to various deployable items
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Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
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Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
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Still some slight movement, so increase extra ticks to three
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
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Uploading the symbols: using the %builddir% variable in teamcity.
Tweaks to the UploadSymbols script
[D11] Cut out a little more of the profile marker overhead in a final build. Currently all of the C# side is left intact, only the engine side is compiled out. The main reason for doing this, however, is that it fixes the graphical corruption various people have got when trying to make their own master builds, and there is a runtime graphical corruption bug which looks like it might be the exact same thing. Investigation into exactly what is going on here continues, as there may be an underlying memory scribble, as the reason why this is a problem is not understood.
vendor update
rugs cost 25 cloth instead of 100
Lowered water intake amounts
[D11][#3893] Pickup radiius doubled. (Configurable within the WorldModel script.)
[D11][UI][#3855] Fixed death screen been navigable before fully displayed
Made internal Get_Color stuff more consistent across the Lua API
[D11][FP Feedback][Graphics][#3902] Fixed doors occlusion culling bug
Decal rotation fix, and cleaned up effect throttling
[D11][UI][#3897] Removed un need menu tip
[D11] Added a Log Message call for server shut down so Rustworks can shutdown a server proper before killing it.
[D11][UI] Re added server name to ingame options. [#3854] Fixed issues with toggling off pause menu
[D11][#3803] Ladders are no longer rotated 90 degrees.
added potato clone icon, unhid clone items.
[D11] Weighted vertex normals for Assets\Prefabs\Building
Script to upload Xbox Symbols to a symbol server + symstore.exe from Debug Tools for Windows.