121,138 Commits over 4,018 Days - 1.26cph!
[D11][UI][#313] Enable full input for PollingForEngagement on ps4
Tweaked "new content" icon on main menu
[D11] [UI] Game Version ID retrieved from Facepunch build info.
Fixed titles in pie menu getting cut off
meta files that changed just due to a full reimport (serialized version increased)
Client/Server compile fixes
Mountables can now optionally suppress the hand animation layer
Hand rotation IK is now checked and assigned separately from position (so IK can affect position and not rotation)
Fix drive wheel visuals bug on the client when there was no driver. Moving a couple of things.
Mountables can now apply an animation override while in use
Mountables can now override their spine look at weight when using a non-default animator override (see GetSpineLookAtWeight)
Hooked up new drum kit and piano sitting animations via overrides
Fix some issues with init order
Show true drive wheel RPM on the client
Fix old infinite HasDriver loop in BaseVehicle
ClientUpdateMounted NRE fix
Wheel physics work + refactoring/cleanup
Fixed wires not appearing during placement with the wire tool
Fixed wires not visually connecting properly when connecting an entity from an input to an output (the inverse was ok)
Fixed some editor NREs
Adjust wheel collider setup
added fuel generator
autoturret not accessable without building auth
updated battery artwork
F1 grenades more lethal
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F1 grenades are more predictable and less bouncy
F1 grenade fuse time shortened from 3.5 to 3 seconds
F1 grenades do more damage to autoturrets
HV rockets/sam sites use new damage type dealing extra damage to air vehicles
fixed IK positions due to bone scaling
40mm buckshot does more damage
updated transport helicopter pilot seat
fixed all transport helicopter gauges
rocket launcher is cheaper and T2
HV rockets are cheaper, move faster, and are more accurate, T2
Read-only all RustPlayer models and PlayerModel
player drum & piano poses
Automatically auth player deploying tool cupboard
Fixed upkeep display
Fixed loading screen button being 1 pixel smaller than the bar next to it
Pick up notices hang around for a second longer
Fixes for icons in previous commit
Vitals don't use animators, cleaned up
Fixed some pow-related warnings again (lost in merge)
Updated Cliff and Cliff_Basic to new HD/Lit ASE template
Renamed TerrainASE to Terrain
Renamed FoliageASE to Foliage
Renamed FoliageBillboardASE to FoliageBillboard
Removed Terrain shadergraph
[D11] [UI] Stat values use thousands comma placement.
Switched terrainASE to new HD/Lit ASE template and removed vertex based carving due to low terrain tess
Subtracted vertex-based terrain carving; not enough tessellation
Fixed time scale affecting debug camera movement
Added optional save name parameter to debugcamera_save and debugcamera_load for multiple save / restore slots
Added debugcamera_autosave and debugcamera_autoload to automatically save and load the debug camera state (separate convars to enable certain use cases)
Added zoom to debug camera state saving and loading
Added camzoomlerp (like camlerp)
Disabled noclip toggle and server input (vehicles) while in debug camera
[D11][UI] Removed sleeping players form connected players screen. Implmented getting banned players method (WIP). Splitting amount will show on split target
Updated all foliage materials
Couple more fixes on foliage shaders
~Removed foliage shadergraphs
Small change to flag rotation calculation.
Regen foliageASE and foliageBillboardASE
Updated ASE hd/lit template to latest
[D11] [UI] Fixed leaderboards not showing profile name on quick stats panel. Decreased delay time slightly.
Fixed compile error in BaseRidableAnimal (framebudgetms was ClientVar instead of ServerVar)