239,662 Commits over 3,837 Days - 2.60cph!
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Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq
Update layer defines etc re WorldCollisionOnly layer
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
Remove all usages of Reflection layer, freeing it up
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First attempt at transition between single and split screen
Working on fixing split-screen transition on death / revive
Reduced volume of chainlink footsteps to match the rest
Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
Add an option to keep the screen awae
Change Legal and TOS to their own pages
change external button and tweaks
views for failed to load Privacy and Terms
fix misaligned spinner on logging in for iOS
Delete the beta notice
In-app ToS and privacy policy fixes
Add an option to keep the screen awae
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In-app ToS and privacy policy fixes
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Reduced high frequency noise on wood, concrete, tile and metal footsteps
claw,frame,laser targeting
build !redux
Merge remote-tracking branch 'origin/master' into split-screen
Rotating split screen proof of concept
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared
Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
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[D11] Fix for: Plugin 'Assets/Plugins/FLZMA2/flzma2.dll' has the same filename as Assembly Definition File 'Assets/Plugins/FLZMA2/flzma2.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.
update styles for Rust+ site
Rescaled Stag textures from 4k>2k (oops)
Added Stag fuzz mask
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)
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Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time)
Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
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Bear fur doesn't cast shadows
Bear fur material tweaks
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
Decrease fuel tank module from 500L to 200L
merge from main (client only)
Call RemoveFromTriggers when the player dies/respawns on the client
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting)
Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
Increased the width of mount hot spots on the cockpit modules
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable
The dismount sfx will no longer play when swapping seats in the same vehicle