249,880 Commits over 3,959 Days - 2.63cph!
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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
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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)