125,756 Commits over 4,109 Days - 1.28cph!
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
Converted the IO entity editor to a Editor Tool (Access by pressing the tools button in the top left of the editor near the position/rotate/scale buttons)
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Water effects WIP
More file organization & cleanup
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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