115,248 Commits over 3,959 Days - 1.21cph!
Log a warning instead so nobody even sees the (useless) error unless they check the console
Get rid of Debug.LogExceptions
Move changeset in disconnect reason to the start of the message so it doesn't get truncated
Terrain splat vfx optimization WIP
WIP vehicle damage texture
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block player input on crate_mine
Disabled saving on Rust.AI animal agents
Re applying all prefab references again.
Updated decal material conversion tool
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Fixed missing references in foliage benchmark. All benchmarks should run without error now.
merge from tc_stacking_deploy_fix
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
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Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
fixes for occlusion (was missing a GL.GetGPUProjectionMatrix and using degrees where radians were required)
also fixed up debug drawing and exposed a couple more tuning variables
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
fix for asset bundle build
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Added voiceprops inventory config
Player>terrain surface effects WIP
update barricade materials
barricade prefab/collider, lod setup
Replace rethrow with a debug log
Fixed small water catcher layer issue after recent art update - fixes ground watch not working
[D11] [UI] Fixed being able to revive players instantly by pressing [Y]
[D11][#4085] Flame turret pilot flame fixed
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Do not allow TC placement on top of deployables when near construction
Added prevent building volume and construction checks to table deployable
[D11] 4041 4057 Changes to Lights on Incendiary ammo, and to explosion effects