239,678 Commits over 3,837 Days - 2.60cph!
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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
Remove a redundant every frame copy in LightLOD.UpdateAll
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
More melee stuff.
Manifest & scene backup.
Switch ImpostorRenderer to use a NativeArray instead of a C# one
Use Shader.PropertyToID when setting shader properties
DebugUtil method now handles rotated wireframe cubes
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)
Add Model components to various tool entities so that skins are properly assigned to the third person mesh
Fixed: salvaged icepick, longsword, rock, stone hatchet, stone pickaxe, explosive satchel, salvaged sword, hatchet, hammer and pickaxe
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
Don't check NeedsTimeout every cycle of the loop because it's a bit expensive
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
Melee impact effects WIP
Better metal impact base
Adjust ball mass, bounciness
Don't add extra bounce boost to balls hitting other balls
Switch Ball collision from Discrete to Continuous Dynamic
claw,frame,laser targeting
build !redux
Bear fur model/prefab updates
Updated Bear model/textures/prefabs
Moved bear animation fbx's to their own folder
Add app.listenip to set the IP address the companion server should listen on (optional)
Add app.publicip to set the IP address that Rust+ should connect to when pairing (optional)
Add app.info to display which IP addresses and ports the companion server is currently using
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Fixed going back to split-screen after reviving a player
Fixed respawn pod regression !redux
Improvements to bonus calculations, item tweaks.
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Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy
Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
avoid divergence when setting initial _targetPlayerUpdateTimer
Only log frame times if replays don't diverge
Merge branch 'master' into split-screen
Switch between split-screen and one camera on player death
Animate transition from split-screen to single camera
Update Jenkinsfile !redux
fix misaligned spinner on logging in for iOS
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