122,630 Commits over 4,048 Days - 1.26cph!
Fixed wallpaper being locked to wall mode when deployed looking at floors or ceilings
World model skins replication
Fixed wallpaper view model default missing materials
Managed to get scrollbar setup with flex categories (that was a nightmare!)
ScrollFadeGradient object
Arctic biome tweaks with new ambient features.
floor and ceiling world model, lods, added to entity
Fixed some issues with the wallpaper inside checks
resized viewmodel textures
updated ceiling and floorpaper materials and textures
Floor + ceiling paper work with existing admin wallpaper radius commands
- passing a skin (name/id) applies it to fitting building blocks only
- passing 0 applies default wallpaper everywhere (new)
- passing -1 applies random wallpaper everywhere (like before)
- added `print_wallpaper_skins` command to display a list of all wallpapers
Fixed missing conditional model wallpaper comp on windows, half walls, and low walls
Tweaked floor and foundation wallpaper sockets to reduce clipping with wires and deployables
merge from fix_ammo_count_not_updating -> main
floorpaper tool material and textures
bloody bucket and diy hammock
add shore distance falloff control for biome fogs
Settings keybinds tab wip
Wallpaper floor & ceiling pack - updated metal floor maps, integrated 2 more ceilings
Add queue system for adding/removing instances to prevent colliding with the jobs
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add more parameters to control biome fog lighting
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
Fix ammo count not updating when gun is fired
- bug from showing chainsaw fuel but should also fix ammo count being slightly delayed when at higher ping instead of using client prediction
rebalanced terrain splatting around snow and sand to not be massively too broad
Blocking in temporary colours and materials on floating walkways
Update Compass View Model and World Model Mesh
Imported Compass Textures and Setup Compass Materials
Setup World Model Prefab, LODS and Collider
Added support for gradients in StyleAsset (only implemented by RustButton for now)
Also fixed refresh not working in edit mode
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
Setup server browser server types
Setup server browser gamemodes
Icons, and localisation linking
Setup tab groups on navbar
Setup tab groups on gamemodes and server selection
merge from fix_backpack_corpse_remains -> main
Fix backpack not being inserted into corpse remains if the backpack has items in it
merge from qol_train_inaccurate_turrets -> main
merge from qol_train_inaccurate_turrets -> main
Merge from large_demolishing
Merge from large_demolishing
Move the pre existing DemolishFlag clearing behaviour from StabilityEntity.Load to DecayEntity.Load
Turrets are less accurate when shooting players on moving trains
- 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity)
- works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
Renamed some floating walkway meshes. Added temporary textures for colour block ins.
large sail blockout mesh update
food container crates for orange/corn/potato/apples
material updates + LODs and prefabs with collision
merge from fix_corpse_limited_slots -> main
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground
- switch loot panel from generic -> generic_large to show >36 slots
Add URL system to the main menu. Manager can be sent a URL and will parse out the correct path to the correct page.
Pages will be injected with query arguments based on the URL.
Allows us to have buttons that will open up specific pages/settings/areas of the menu automatically.
Working graphics presets
Some layout and toggle fixes