254,385 Commits over 3,990 Days - 2.66cph!
Fix incorrect number of mips calculation for textures, causing crashes on AMD for 4096 sized textures
Add more protection in circular buffer write causing a pretty common audio crash
Merge TrainDecouplingImprovements -> main
Increase ProceduralMapRailSimple default size to one that actually has rails
Use unscaled local to world in solve IK chain pose operation, fixes citizen big feet when scaled (need to check if IK still works properly when scaled)
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
Added wallpaper_radius command, works the same as upgrade_radius
Fix cursor flickering when orbiting editor camera
Add two more preferences for hiding cursor when panning or orbiting
Merge main -> TrainDecouplingImprovements
Fixed DPV trouble in moon pools pretty well
Add more common image formats to texture editor
Remove invalid sounds from ceramic surface
Created a new water wells test scene, added to the dev scene loader
Fix NullReferenceException when using Sound.Play with SoundEvent that has no sounds
Merge from hackweek_accessibility_colourblind
Fix Hitboxes From Model incorrect box size, use extents, not size
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
Added holo sight colour to the colour blind settings, comes in green and blue options
Fixed some errors if a colour setting was set to an out bounds index via the console
Ability for WaterLevel to detect nearby water culling volumes above
Ocean surface reflection tweaks for better sunsets.
Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
Fix first Featured Game on Featured List getting squished on Main Menu
Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
Minor legacy text finder editor window NRE fix
Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse'
'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
Forgotten file (WaterBody)
Converted texts from the following loot panels to RustText:
- recycler
- mixing table
- attack heli rockets
- attack heli turret
- bigwheel
+ localized a few missing strings
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
Fix games not loading right away on the Game Jam page on Main Menu
merge from store-ui-dlc-pages
Add eye dropper to colour picker
Rename IGameMenuDll to IGameInstanceDll
Rename Sandbox.GameMenu.csproj to Sandbox.GameInstance.csproj
Rename Sandbox.GameMenu folder to Sandbox.GameInstance
Scale the screen scale down if screen height < 1080
More featured games
waterwell shopkeeper jumpsuit prefab and inventory
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attachment updates, icon added, worldmodel prefab fixes
Fixed various errors in edit mode
Fixed water being invisible in edit mode
Fixed upkeep time vital NRE
Block kvcdoor
Fixed potential crashes to do with textures
More safeguards against malformed .gma files
Groundwork for networking serverside tracers spread on Y axis
Better camera
Player rotate free of camera