125,756 Commits over 4,109 Days - 1.28cph!
+ Added the underwater plain to the Ocean
moved airfield CCTV camera so it's not over looking recycler
[D11] Updates to footstep definition and footstepeffects to play landing sounds
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
merge from building blocks 2020
[D11] Enabled SpacialBlend on MakeFirstPersonSound.
Tweaked handle points of Fluid Switch
Tweaked placement of fluid splitter mesh
Adjusted IO handle positions accordingly
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Fixed water catcher water input being marked as electric
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Don't process drain further if we hit some water storage while calculating drain (becomes way too complicated)
Fixed autofill not processing gravity restrictions in some cases
Enable autofill on barrels
Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
Turn off additional vehicle lift functions if the lift has no power
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
Vehicle module repair highlight effect no longer looks horrendous.
Fixed Rust/Standard-Blend4Way shader set running out of samplers
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
Reduce MIN_PERFORMANCE_FRACTION to 0.15
Increase engine low performance threshold to 45%
Minor edits to engine item spawns
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
Remove missing prefabs from Craggy
Fix smart alarm source item
Forward pairing errors to the client so appropriate error messages can be displayed
Add a cooldown on the resend button so it can't be spam clicked
Add a button to resend the pairing notification (saves a click)
Remove the console commands to enable/disable permission for a server (the menu is used instead)
Smart switch and alarm icons
Some small code adjustments
Add a Water In slot to the small and large water catcher, allows daisy chaining multiple water catchers to deposit into a single barrel
Hide the new badge over the main menu option after successfully pairing once
Small cleanup, fix client compile, revert convar default value change
Add a cooldown period so people can't spam trigger alarms
Redo the setup notification dialog using Rust.UI (will need some polish)
Tweaked shadow cascades to improve shadow quality
Increased max shadow requests
Fixed LightLOD not disabling hd shadows
Localization for the smart alarm default notification text