130,057 Commits over 4,232 Days - 1.28cph!
[D11] better fix for missing objects
Adding symbols for the Master Xbox builds: 1. Using pdb and dll files from XDK QFE 9, 10.0.17134.5063 2. Added a rule to copy the .pdb file when building projects in Plugins/{DTLS, FLZMA, FLIF, RustNative}/premake4.lua 3. Added a rule to copy the .pdb file when building Plugins/CrossVoice/CrossVoice.vcxproj
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Adjust item tier performance values
-Since brake force is always faster at stopping a vehicle than counter-to-speed-direction throttle force, use brakes when pressing forward during reverse speed.
- Reduce brake force multiplier again to 750.
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Decrease brake force multiplier from 1100 to 900
Fix top speed bugs with reverse gear
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Merge from Main->Vehicles. Version upgrade to 2019.3.5f1
Moved input/output slots on water barrel
Added damage propagation between adjacent modules
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Hide the setup menu unless a convar is set (default off)
Update menu panel to use Rust.UI, hook it up on the main menu
[D11] SceneLOD temp fix to see if this cures the missing objects problem.
[D11] SceneLOD temp fix to see if this cures the missing objects problem.
Remake the smart switch entity with receiver and icon
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Biome volume profile changes
[D11] Weighted Normal Changes: Props - Abandonned_raft to Covers
increased water barrel max output flow back to 12
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[D11] [UI] Fix to crash when entering game due to radial menus being disabled.
adding component world model
[D11] [UI] Fixes to quick chat wheel textures. Adjusted visuals in Controls screen.
[D11][UI][#3854][#3874] Fixed issues with closing ingame menu and connected players
[D11][Graphics][#3842] Weapons remain solid while scoping in and out
Scrap the PS4 demo change, it's already been hard-coded
plant tick rate is now a replicated var.
show plant water intake rate as "x per x sec"
[D11][UI] Adjustments to crafting screen and inventory screen
[D11] Weighted Normals Industrial_Structures
Fixed specular issues on the water desalinator (only took 2 years)
Hide recorder with demo.togglehud
Added AlwaysShowCrossHair() to BaseEntity, if true the crosshair will appear even if there are no menu items or interactions for the entity. (unlike the existing NeedsCrosshair()). Enabled it for growables.