121,951 Commits over 4,048 Days - 1.26cph!
Fixed map markers flashing when player is downed
Fixed map not opening when downed if using the new toggle map option
Dynamically show resource boxes based on TC content
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tweaked light group at time on harbor2
static triangle wood foundation rotation fix
Updated the barrel of the water well deployable, this one had slipped through.
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game
Green = Teammate online
Dark green = Teammate offline
Blue = Friend online
Dark blue = friend offline
White = Player on server online
Dark white = Player on server offline
Optimized collisions. LOD'd collisions fully away at 25m.
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Add analytics for all modified convars
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part)
Fix wire tool & pipe tool not saving color when disconnecting wire
Fix orange pipe looking blue when holding pipe tool out
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Velocity alignment jitter fix & tone improvements
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
Harbor 1 dressing progress / finished the areas near the swing bridge
First pass on decoupling indirect lighting from RustCamera (fix for SkinViewerTest)
tweaking overgrowth positions, clipping and density for the following levels - lighthouse, MT, warehouse, sewerbranch, sphere_tank, trainyard, WTP, water wells
added train tunnel entrance into automated S2P loop
Prevented vendor network id keys from being duplicated
Added potential fix for NPC vendor shops
Harbor 1 vertex color and dressing progress
Added bp support to tooltip text (probably needs an extra icon somewhere)
tweaking overgrowth positions, clipping and density for the following levels - airfield, compound, gas_station, harbor2, launch_site
Fix NRE if SkinViewer is closed while loading a skin
Don't show 3D skin viewer models for Pattern Sofa or Factory Door. Mainly because pattern sofa has no base.
Merge MultiSkinViewer -> store-ui
Set up every item pack store page, though many models will need manual tweaks
Allow specifying a prefab, rather than an item, so we can show alternative prefabs if desired (e.g. arctic suit that includes an animation)
Serialize `Protobuf.BaseNetworkable` before the protobuf entity
Few fixes, disable "play" button when seeking over gaps in demos
Merge from tutorial_island
Refactored pack item code, now doing most work in the icon rathe than the base pack script
Clamp the seek bar to the timeline
Improved item positioning and appearance for the group packs