248,622 Commits over 3,928 Days - 2.64cph!
Update items, run npx expo-optimize
No-hud screenshots now also take screenshots from any ScreenshotCameras in the scene. Moved the post-FX parts of MainCamera into a new "RustCamera" base class, so ScreenshotCamera can share it.
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Use language string for None weapon for the NPC right click weapon selection
Fix for duplicate OnDisconnected callbacks when ConnectionState.ClosedByPeer or ConnectionState.ProblemDetectedLocally were followed by ConnectionState.None
More AnimatorLOD components added, removed some useless Animator components
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added surfboard shop signs to scenes
Added AnimatorLOD to a bunch of prefabs
Optimized boat shop emblem prefab
Added LODs/Colliders and prefabs to the large walkway set
Updated prefab links in fishing village scenes
lowered surfboard_sign so pivot is on hanging part
Helicopters now disable global broadcast when turned off
Use gib overrides on kayak
Remove Screenshot Camera prefab
Revert previous commit, trying a different system
Screenshot cam initial work
Added effects.clearallgibs command to immediately clear all active gibs
some hunter tweaks
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
merge
merge meta files
Moved searchlight IO points to middle of its base
Overrides for:
Barricade varieties
Barbecue
CCTV
Computer Station
Composter
Ceiling Light
Chair
Fixed some serialised fields getting compiled out on the gib prefab
Allow read+write on color picker textures (and skip them in the import analyzer)
Fixed NRE when disconnecting from a server while gibs are waiting to be destroyed
Fix more possible NREs in ForceUnderwear
surfboard static prop and sign with material variations
Implemented override directories
Override directory finishing touches
Example override directory
Fixed HL2 credits not working
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Fixed nextbots not respecting EF_NOSHADOW
Updated trainyard volumes & lighting, and fixed new cliffs clipping into things.
+ S2P.
Entity List
Entity Selection
Library Tabs
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cherrypick language files
Added some utilities to find prefabs etc. with animator components.
Moved GetBestRoamPosition from HumanNPC to AIInformationZone, optimised the loop checks.
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Reverting ConnectionState.None handling to previous behaviour (for the callbacks)