130,035 Commits over 4,140 Days - 1.31cph!
Reduce garbage gen in RefreshLODSets a little
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
Code review: Remove unused vars.
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
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)
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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
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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
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[D11] More visibility tweaks
[D11] More visibility tweaks
Added sprinklerRadius and sprinklerEyeHeightOffset server convars