130,482 Commits over 4,140 Days - 1.31cph!
merge from naval_update -> the correct `naval_update/deep_sea` branch
Run scene2prefab (skip HLOD)
merge from naval_update -> deep_sea
merge from main -> naval_update
Fix train tunnel entrances not linking up properly
Bunch of work to get the portals working
- entering the portal as a player or as a vehicle will instantly teleport the the opposite side
- portals are spawned at runtime and sized to the size of the island
- portals can be spawned at any of the 4 cardinal directions of the island
- for testing leave the island from the north side and enter the deep sea on the south
- will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing)
- teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects)
- refactor the name of some code to make it nicer
- portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar
- fix PointEntity<T> not intializating the singleton instances as soon as possible
merge static field reset code gen improvements back to main.
adjust xl picture frame placement bounds (can now place in triangle wall corner)
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
Remove testing model for collider placement from mannequin
Progress & terrain files.
merge from vclouds_default_enable
Change portal GUID since it somehow conflicts with the island prefab GUID
gunshot_network_range_improvements -> main
Bolty and l96 can be heard from up to 700~ meters away
Max before was around 350
Fixed breakdown button loc
Fixed boots being in the wrong order in the skin viewer
merge from skinviewer_boots_fix
decor_lighting_dlc -> main
syncvar_load_fix -> decor_lighting_dlc
Fix some syncvars not loading in properly
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merge from decor_lighting_dlc
Fixed bulb string lights and fairy lights not working in builds
Allow placement of ceilling lights on rocks
Add parrelsync so i dont need to redownload the rust project to have two editors
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Set chandelier last length default value to -1
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fix mannequin LODs, remove ability to lock mannequin
Set correct mip map bias when using indirect instancing
merge from decor_lighting_dlc
Added a toast when the chandelier reached its max length
Increased the max length a tiny bit
enabled read/write on spotlight gibs
Tighter wall cabinet placement angles
Tweaked chandelier deploy volume and collider
added collision mesh for beanbag chairs
Make sure indirect instancing ConVars are disabled by default and saved
Make sure indirect instancing ConVars are disabled by default and saved
Restored LoadSave on playground scene
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