134,179 Commits over 4,444 Days - 1.26cph!
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Merge from Main -> Vehicles
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
Fixed power plant puzzle bypass
PP S2P
Removed redundant prevent movement volumes (PP)
Small oilrig S2P
Small oilrig hackable crate now behind red keycard
[D11] Ambient light. Fixing the compilation error.
Large oilrig hackable crate now behind red keycard
Removed all keycard spawners from large oilrig
[D11] Ambient light. Fixing the compilation error.
Fixed script NREs on scenes without terrain
Fixed water treatment plant puzzle bypass
Removed redundant prevent movement volumes (WT)
WT S2P
[D11] - Removing read/write from weapon texture maps
Added and tweaked Launch Site SAM positions
LS S2P
Static Sam site can only now be damaged by projectiles and explosives
added SamStatic protection
Fixed bypassing trainyard puzzle
Removed redundant prevent movement volume
trainyard S2P
[D11] - Fix for bug 3961 - Guns and Tools looking different to Steam.
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs.
Forgot to reuse the WaitForSeconds object.
Lowered optimal water saturation amount for planter boxes.
Moved optimal value to a server convar (optimalPlanterQualitySaturation)
Make smart switch and alarm not craftable or researchable
Clamp SLOD distances to world grid spawn distance
[D11] [#1605][#3344] Ambient light in buildings and underground tunnels. 1. Setting the shadow color to black on the main light source: Scene setup.prefab -> Light -> Shadows -> Tint -> black 2. Using the existing ambientLightMultiplier to scale the Sky Volume exposure when inside the buildings: RustSkyGradient.cs
Long overdue cleanup of building parts folder - removing unused files
[D11] More visibility tweaks
[D11] More visibility tweaks
Added sprinklerRadius and sprinklerEyeHeightOffset server convars
[D11] [UI] Fixed localisation for bandit town.
[D11] Added missing ref on flamethrower
Added ceilingLightGrowableRange and ceilingLightHeightOffset server convars
fixed wonky structural look on the taller ramps (twig/wood)
Made the water pump require electrical input to run and moved it to the electrical category
Adjust storage drop point locations
Exhaust was backfiring too much, adjust values at good engine health
Raise ride height on vehicle lift
Fix repel trigger height on 2module
Adjust centre of mass and anti-roll
Tweaked animator logic for fluid switch, will need revised animations before merge
Looks like RHIB mount points had a bad auto-merge. Adjusting to match Main.