136,105 Commits over 4,444 Days - 1.28cph!
Remove incorrect debug print and add a default quality setting for files that have just switched to compressed
Fix not being able to place water items (boogie board/kayak/etc) on water if the ocean level has been changed
Updated all audio files with quality @ 0% to quality 80%
Import analyzer now include warning for low compression quality
Have the audio analyzer skip the new WorldMusic path. There's a noticeable drop in listening quality between 100 and 80 quality on the new music. Set its quality back to 100.
Ran audio importer on the new sounds since last time it ran
Add a minimum audio compression quality. Currently the same as the maximum quality as I didn't detect anything that's intentionally using less than max
Some more logs for audio issue, output files for external inspection
Remove dismount eye check transforms on existing mountables
Remove the CheckInsideNonConvexMesh check I added
Remove dismountCheckEyes, use the player's TriggerPoint instead. More reliable as a test of whether the player will actually clip through anything going from their seat to a potential dismount point, particularly since dismountCheckEyes was checked per vehicle, not per seat.
Add world.rendermap to render a high res PNG of the map
Tweaked storage monitor IO ports again due to difficulty accessing input in certain placements
Better capsule auto sizing
Assigned gibs for:
Rechargeable batteries
Fridge
Hitch and Trough
Furnace
Fireplace
Dropbox
Locker
Mailbox
Mixing Table
Modular car lift
Adjusted a bunch of audio falloff ranges
Add some logs to debug sample rate issues in build
Fix gibbable editor displaying a mesh when no meshes have overrides
Comment re resizing and triggers
allow teammates to mount newly purchased vehicles in safe zone
Remaining script error fixes
MainCamera / RustCamera fixes
final phrases and codegen check
repositioned Storage monitor IO input and output due to largely negative feedback gain accessing
Redo player prefab changes
Protobuf definitions, codegen, manifest
Only refresh player collider size on the local client, since it's always disabled on other clients. Also adds an early exit.
Have the player's collider resize on the client in the same way it does on the server. Add profiling.
Shrink the server collider on sleepers, the same as with wounded.
Remove unnecessary include
Add RemoveFromTriggers call to EnablePlayerCollider
Server player collider now resizes when crouched. Refactored collider size calculation to be more robust; have it check state instead of pushing it.