115,306 Commits over 3,959 Days - 1.21cph!
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
Abstract the damage material management into a new component: DamageRenderer
Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
Adjust steering lerp value
Refactored steering, should now be easier to make small adjustments
Make companion menu buttons have consistent widths
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
Merge from chassis_destroy -> vehicles
Removed some unused recycle phrases
Blood effect shader & particle conversion WIP
Fixed & improved the frosty breath effect.
Various VFX translucency improvements.
Manifest
Update protobuf CodeGenerator (struct fixes, improved dispose error message)
Half3 and VectorData protobufs are now structs
Fix receiving trees not pooling on the client
Fix server not returning map notes to the pool when a new one is placed
Fix client not disposing team data when receiving an updated copy
Hopefully fixed MapNote pooling bug for real!
[D11] Using the external ip address of the server for the map URLs.
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Fixed pink animal footstep vfx
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
spas12 viewmodel - fixed issue with shell floating into weapon during reload
[D11] Null check to fix the issue with main menu not loading.
[d11] [2732] {PS4}{XB1} [GFX] Objects in players hand stay blurry for a few seconds when looking downwards
Pre-loading of belt items ( mesh + texture )
[D11] [UI] Added loading icon to Whats New UI when waiting for info to load.
[D11[UI][#4236] Fixed server list highlight
[D11] Reset the access token on login to prevent Rustworks not accounting for Xbox users changing accounts.
[D11] [UI] Whats New UI Implementation (temp bool to disable it until finalised).
landing conditional prefabs update
new landing pieces (models/gibs/colliders)
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Merge from ObjectMotionVectorFix_improvements
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
[D11] Fixes for the local game server (missed file):
Removing the hack: now local server returns full URL of the map, including the correct network address and port.
[D11] Pass metrics root url to rustworks init
[D11] Fixes for the local game server:
1. Terminating the http thread when the game server is stopped to release the TCP port. Otherwise the client can't download the map.
2. Terminating the ping server without spitting nasty exceptions.
3. Using world cache for the server running in editor. Otherwise the map is not generated and client can't download the map.
4. Removing the hack: now local server returns full URL of the map, including the correct network address and port.
Different lifecycle for the TCP Ping server:
Stopping the tcp ping server if the main Unity thread is not responding.
Restarting the tcp server if the main thread is back.
This is also to be used by Rustwork to receive heartbeats from servers and populate the server list correspondingly.
[D11] Wait for StopPlayback before sending demo metrics
[D11] Demo metric recording