128,012 Commits over 4,109 Days - 1.30cph!
Trigger the standard cargo ship interval loot refresh on arrival at the harbor, spawns a locked crate, elite crate, 4x military crates and 4x junk crates as long as there are still vacant places to spawn crates
Counts as one of the loot rounds for the CargoShip.loot_rounds convar
Can be disabled via CargoShip.refresh_loot_on_dock (enabled by default)
Made crane_dynamic_rotate and crane_static blue to differentiate them from pickup cranes
Tweaked colors of the Kargo decal
Added padding to the cargo decal to get rid of a bright halo against dark surfaces
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Fixed redcard and bluecard doors gaps in small rig
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accidentaly placed crates on a cover spot, removed the crates
removed defending spot under cctv room doors to prevent AI scientists snafu
updated mask on minigun viewmodel dryfire animation to fix a bug when dryfire was triggered the whole minigun viewmodel would lower.
fixed zfighting on cctv room desk paper
fixed new rooms layers - now set to world
updated cctv console and props to help them blend together visually
Fixed incorrect material inside cargoship interior
Merge from bradley_scientists
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya
Set up appropriate offset on minigun and disabled the FadeInTime
swapped computer station for cctv desk in oilrigs
merge from sat tube branch for CCTV desk
Increase scientist timeout
merge patrol_helicopter_revision
Removed a few sneaky logs
Codegen
re-enabled detail layer on distant crates LOD
Fixed flickering on overgrowth billboards
merge from silo_elevator_door_fix
Add a ladder volume to harbor_crane_static
S2P both harbors
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
Lift the bike a bit when holding sprint. To be improved (though engine limitation prevents us from doing full wheelies unfortunately - wheelcolliders always raycast downward with respect to parent rigidbody orientation)
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
Potential fix for some elevator doors in NMS not working after a server restart
Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes
This was resulting in a new, overlapping door getting spawned every time a server saves/loads
Comment out ping estimator editor spam
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