249,918 Commits over 3,959 Days - 2.63cph!
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
views for failed to load Privacy and Terms
Unmounted materials appear as missing textures properly, instead of just white
Broken Patch materials fallback to LightmappedGeneric
Changed the default fallback shader to a working Wireframe shader
change external button and tweaks
Change Legal and TOS to their own pages
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Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
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Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
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