128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Placement pivot offset tweak for standing rack
                
                
                
                
             
         
        
            
            
            
                
                Fix weapon rack grid debug drawing to alse use the collision offset not transform
                
                
                
                
             
         
        
            
            
            
                
                Weapon stand tweaks, reduced slot count, resized grid, moved grid up.
Fixed GetPosition returning transform offset not collision offset.
                
                
                
                
             
         
        
            
            
            
                
                specific adobe skin construction gibs models
                
                
                
                
             
         
        
            
            
            
                
                specific destroy gibs for armored stair landings
                
                
                
                
             
         
        
            
            
            
                
                fixed some wood tier gibs transform rotation
                
                
                
                
             
         
        
            
            
            
                
                more texture polish to SC skin interior wood
                
                
                
                
             
         
        
            
            
            
                
                exported quarry track animation with updated scale values at 0.01 instead of 0
                
                
                
                
             
         
        
        
        
            
            
            
                
                revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour
                
                
                
                
             
         
        
            
            
            
                
                merge from infinite_ammo_convar
                
                
                
                
             
         
        
        
            
            
            
                
                merge from hackweek_ai_test_arena (just the arena stuff)
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed case where redirect skins weren't being counted correctly when evaluating maximum move amounts during conveyor movement and would sometimes move amounts greater than the specified maximum
                
                
                
                
             
         
        
            
            
            
                
                Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
                
                
                
                
             
         
        
            
            
            
                
                Fixed the always on top variant
                
                
                
                
             
         
        
        
            
            
            
                
                Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
                
                
                
                
             
         
        
            
            
            
                
                Reworked some internal tooltip stuff to fix some longstanding issues
Tooltips should no longer flash into the wrong location for a frame in some cases
Tooltips now use properly renderered text (RustText)
General cleanup, less GetComponents and removed a SendMessage!
                
                
                
                
             
         
        
            
            
            
                
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                Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor
Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
                
                
                
                
             
         
        
        
            
            
            
                
                Adapted Core/Generic shader to Rust Standard backend
                
                
                
                
             
         
        
            
            
            
                
                Merge Main -> RagdollRewrite
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek-chat-emoji
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed shadows on std core
                
                
                
                
             
         
        
            
            
            
                
                Some work-in-progress skin viewer stuff I had from hack week. Converting it to use a rendertexture instead of a separate camera.
                
                
                
                
             
         
        
            
            
            
                
                Added reflectance micro-occlusion to EvaluateBSDF_Env
                
                
                
                
             
         
        
            
            
            
                
                Preparing std shader backend for core shaders
                
                
                
                
             
         
        
            
            
            
                
                Fixed "Rust/Standard" detail occlusion not obeying mask
                
                
                
                
             
         
        
            
            
            
                
                repair_inventory will repair attachments
                
                
                
                
             
         
        
        
            
            
            
                
                Context menu will reflect bound keys
Refactor replacing "Alpha" part of keycodes into one function
                
                
                
                
             
         
        
            
            
            
                
                Minor refactor
Option menu support changing keybinds as well as normal binds
Add "next skin" & "prev skin" to options menu
                
                
                
                
             
         
        
        
        
            
            
            
                
                Add keybind system to handle systems like context menu
Command `keybind <key> <action>` to set keybinds
Keybinds can define a realm to avoid overwriting keys used in normal gameplay
Save the keybinds in `keys.cfg` file
Apply keybinds to Q & E in upgrade menu
                
                
                
                
             
         
        
            
            
            
                
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                made quarry track animation loopable and exported with correct material name paths
                
                
                
                
             
         
        
        
            
            
            
                
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