196,285 Commits over 4,110 Days - 1.99cph!
Merge from trimmed_asset_warmup - updated to main
Try out using InstantiateAsync for spawning world, but it takes noticeably longer than doing it synchronously
Merge from lockedcrate_shock_effect_parent
Move LaptopCollision into the root level of the prefab, add a new EntityFlagToggle to toggle it on and off on the server
Update the Model component root to point to the actual root of the prefab, not another transform that seems unused (this also fixes info.HitPositionLocal not being accurate, so that's been updated as well)
Update the laptop glass effect to glass_small so that the impact effects don't extend over the edge of the laptop screen
Fixed keybind buttons not working
Fixed some click/up/down in RustButton again
Even dumber compile errors.
Removed cart button on item redirect, replaced subtitle for "Available in X pack"
WIP: still some weird y rotation offsets
Weekly skins countdown widgets
Fix debug camera not tracking the correct object when playing back demos
Fixed text wrapping issues for the featured limited skin
Fixed store tab navigation not changing button states
marge from party_system -> main
Pack showcases are hidden if the player own them
Added jungle pack showcase
heli_crash_canyon -> main
Ensure helicopter cant crash at canyon c
naval_update -> scientist_rhib
Setup info box heros.
Link info box on the dashboard to store/limited
Merge from main -> party_system
Add patch info hero, updates itself with the latest patch from the manifest
Remaining biomes in climate.
Ignore invites for a party you are already in
Add temp invite button so you can accept party invites
- default timeout 10s
- add `fakepartyinvite` command to show invite UI without needing a 2nd client
Continuing floating walkway progress, deleted obsolete autogen material
General store background crossfade when focused on pack categories
Added a debug command to print the weekly skins
Merge from trimmed_asset_warmup
Fix effects triggered by AnimationEvents component not being included in builds
Fix some prefab issues from older merges
changed name of storage_barrel_a to unused_storage_barrel_a , changed collision and deploy volumes on abyss_barrel_vertical to match storage_barrel_b. Temporarily scaled prefab model to 0.975 until mesh is altered
Minor cleanups
Minor cleanups from main
More cleanups from main
Move HTMLPanel related files together
Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved
Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons
Implement cubemap seam blending for HDR cubemaps
- Reduce grenade overshoot as it was overshooting the oilrig crane
- Increase grenade damage
- Better debug visualizations for camping
- Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
Minor cleanups
More minor merges from x86-64
Move HTMLPanel related files together
Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved
Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons
Implement cubemap seam blending for HDR cubemaps
More minor cleanups
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
- Prevent scientists in same area from throwing multiple grenades in quick succession
- Better player camping detection