249,859 Commits over 3,959 Days - 2.63cph!
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Fix the helicopter blade animation so it's not low framerate anymore
Fix some redundant renders on the map
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Refactor away a flatMap call (fixes map crash on older phones with grid labels enabled)
fixing seat module LOD side panel clipping thru the frame
app.info fixes: was giving an NRE because the companion server was not running
Fixed visual hitch on respawning player
Truncate server hostname for pairing notification
Wolf Fur setup
Wolf Material tweaks
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Added missing Stalker NPC sound scripts
Footstep sound changes
Better Rubber footstep (doesn't cutoff while sprinting with loud clicks), chainlink footsteps are a bit queter now.
Funfact - soundscript volume doesn't do anything for step sounds
Stanley Parable soundscripts inclusion
We don't ship those files, but load them if they are mounted by the player.
The soundscapes file is not a mistake.
Serverbrowser improvements/fixes
Don't bother allowing players to join full servers, they just gonna get kicked.
Subtract bots from maxplayers too
Fixed a rare JS error
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Fixed double "expected" in VMatrix.__mul type error
Increase MAXSTUDIOFLEXVERTS to
65536
Added ConditionalModelFallback (model to use when no other conditional models can be used)
Cherrypicking a texture change for main
Fixed a gap on sheet metal doorway frame
padded the metal door vertically a notch as well to fit better across all tiers.
Fixed transition to single screen on player death
storm targeting
fix popping sound in invasion drums highpass
invasion targeting
more targeting
pattern targeting
more recall powerup work
hunter dragging vine can connect both players
Much much better split-screen camera positioning
Fixed how view scale changes when transitioning to split-screen
Merge remote-tracking branch 'origin/master' into split-screen
tweaks to corrugated_b albedo to match building parts atlases
bandit helipad progress backup, more developed hut
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Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
more recall powerup work
hunter dragging vine can connect both players
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively:
-piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed.
-piano.deployed.static: As above.
-Compound: Changed collider layers on the piano as above.
-ball.entity: Duplicated collider into detail and world versions.
-RHIB: Duplicated collider into detail and world versions.
-Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM.
-minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set.
-ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer.
-sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes.
-sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh.
-foundation.steps: Changed vehicle layer to Vehicle World layer on all step types.
-CodelockedHackableCrate: Duplicated collider into detail and world versions.
-HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version.
-ChippyArcadeMachine: Added simple box collider for world collision.
-ch47.entity: Added simplified mesh collider set for world collision.
-ch47scientists.entity: As above.
-BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions.
-PatrolHelicopter: Duplicated collider into detail and world versions.
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
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Don't run process TriggerPlayerForce if the component is disabled
Adjust chassis world colliders to include fuel tank
Horses standing on a vehicle lift will now be raised/lowered
World colliders set for all modular car chassis types and modules, plus conditionals set
Bespoke Slash/blunt vfx progress
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
Ignore not_found and message_not_sent error codes
Remove linq in TriggerHurtNotChild
storm targeting
fix popping sound in invasion drums highpass
invasion targeting
more targeting
pattern targeting
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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