134,319 Commits over 4,444 Days - 1.26cph!
MainCamera / RustCamera fixes
final phrases and codegen check
repositioned Storage monitor IO input and output due to largely negative feedback gain accessing
Redo player prefab changes
Protobuf definitions, codegen, manifest
Only refresh player collider size on the local client, since it's always disabled on other clients. Also adds an early exit.
Have the player's collider resize on the client in the same way it does on the server. Add profiling.
Shrink the server collider on sleepers, the same as with wounded.
Remove unnecessary include
Add RemoveFromTriggers call to EnablePlayerCollider
Server player collider now resizes when crouched. Refactored collider size calculation to be more robust; have it check state instead of pushing it.
Lightning & storm stuff WIP
Fixed gib scale on RF Broadcaster
Merge from main -> gib_pool/deployables
Merge LOD fix from /Vehicles
Adjust reactive target IO positioning again
fixed oilrig crate depspawning
Fixed dot scaling not working properly, rotation effect uses seed
Fixed life ring LOD position
Fixed floating lamp
Added speakers to fishing village shop music positions
Fixed LOD display on seat module
Commit com.unity.test-framework back to 1.1.1. Looks like 1.1.3 was an accidental commit in
53968.
Raise top reactive target IO a little
Raise top reactive target IO a little
Reinstate
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) in this branch.
Line up Reactive Target IO with its new model
Switch Reactive Target to Electrical item category
Merge from Main -> Vehicles
updated storage monitor decs
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
Updated GameTip so long game tips are not on 6 new lines
Manifest rebuild after merge
Merge from Main ->DestroyableRoadsigns
Moved fillable pool handling (OnPoolDestroyed and WakeUp) to an interface and implemented the same behaviour on Kayak
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
Move roadsigns to Default layer (was World)
Fix reactive target scaling
Oar poster scene (backup)
Set roadsign spawner respawn times
Force show full statement at the end of text animation in conversation, fixes final character not showing
Merge from canoe (fixes paddling animations)