193,488 Commits over 4,079 Days - 1.98cph!
updated post process stack v2
tweak avatar face textures
adding ice skybox,fog/mat
Changed tile hover limit from 0.5s debounce to 0.25s throttled
Added bounds checking to tile hover
Catch exceptions applying player customisations so it can't break game init
Change TokenCost to double
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
merged human lods shelve
unit prefab processor now sets up all cached transforms, renderers, hair and bear assets
fixed clothing not working with LODs
fogui no longer overrides console variables on game start causing inconsistencies across different client's fog and farz.
set arena platform customs as arenacustomisation layer
Automatically exit multiplayer matches when losing connection to the server
[D11] [UI] Fixed "MaskedColorLerp" shader incorrectly culling itself, resulting in a blank/empty texture in-game.
Entity view prefab processing now uses the new prefab API correctly, retaining GUIDs when updating prefabs from their art asset sources
skin approval
removed halloween sounds
Merged with main. Added sports trophies and platforms
[D11][TUTORIAL] added local server to defines switch script
[D11] Fix for missing base call in an override method
wetsuit rad protection lowered (51 rad fix)
charitable rust jug colors + desc
phrases
network++
[D11][UI] Missing file from previous commit
[D11][UI][WIP] Crafting screen skin select carousel is implemented.
Crafting queue panel switches item separator display.
Renamed LootPanelWatercatcher method to avoid confusion with inherited method
adjust waterplanemask height to be just above water
fixed thrown items properly in cargo hold
[D11] xb1 sign in and controller disconnect/reconnect detection
potential fix for LOS issues with sam sites
fix for cargo ship parenting below hull
fix for always layout 1 on cargo ship
removed debug.logs on samsite
Modified shader Particles/Additive (Soft) fade to ignore water surface
deer stag for testing lods (elder male)
turned on avatar for human male lods fbx
[D11][Tutorial] Merge from console branch
Jumpsuit viewmodel model/prefab
Added GPU culling/lodding compute shader for instanced rendering
[D11] [UI] added waves to the fluid transfer panel, and made the right inventory panels fit properly in their holders
Fixed HAB falling out of the sky on server restart
[D11] Time of Day display on the Pause/Game Options screen
[D11][TUTORIAL] tagged some assets to not be placed inside warmup bundle
Update Facepunch.Steamworks
spotted a mistake the new highlight shader, still doesn't fix the issue with outlines showing on depleted resources
Entity player command can be flagged as required (default is true), allowing for AI autonomous interaction without command flagging
Dropped items now inherit parent velocity
When parenting an entity with a rigidbody, automatically adjust its velocity to local space
DroppedItem and TimedExplosive are flagged as physics driven (better interpolation)
Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
UnitView refactored to hold arrays of body/meat/skeleton meshes that are managed by Corpse etc
Fixed view LODGroup.size being set to 0
added gather commands to lots of resources
merge some playtest fixes to Steam build