159,846 Commits over 4,566 Days - 1.46cph!
Fixed low ramps being blocked by deployables in the room below when placing or upgrading them
Added a setting on deploy volumes to skip them when the block is attached at given sockets
Before: https://files.facepunch.com/Flavien/ramp_before2.png
After: https://files.facepunch.com/Flavien/ramp_after.png
Possible fix for build only issue where players can't mount a car after mounting a vehicle
Doubled dismount rotation speed
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Fixed horse losing its towed entity after a server restart
Switch to IList to prevent boxing
Fixed siege weapon keeping their pulling flag if the server restarts while pulled
Fixed catapult reload progress bar staying on screen if the catapult dies mid reload
Fixed a crash with inputs firing from removed triggers
Fixed wrong lookup function used in Hunter NPC code
Add m_hStoredPathTarget to SetSaveValue whitelist
VPC builds for Linux64
gmad/gmpublish build for Linux64
VPC can build and run for Win64 + compile warning fixes
Disable VPC writing CodeLite projects on Linux
Implement VPC colors for Linux so I can see what's going on
Get rid of usages of lowercase min/max macro
* So it doesn't interfere with c++ headers for 64bit builds on Linux
* Also lets us get rid of some include hacks
Minor Hammer code fixes
Added unfiltered option for the microphone stand
Fixed building skins roof overhangs collider inconsistencies blocking blocks placement
Before: https://files.facepunch.com/Flavien/roof_before.png
After: https://files.facepunch.com/Flavien/roof_after.png
Check the 2d spatial index for rooms first before using Vis.Entities() to find a player's nearby room
merge from fix_tc_upkeep_spacing -> main
Merged shelved code review changes.
Removed duplicated code.
Set horizontal spacing to 12px
Fixed more parented wire issues on boats when leaving edit mode
Improvements on top of those fixes to bring the object count back down to where it was before
Tint radioactive water a slight green colour
Affects: throws, sprinklers, etc
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Fix reload sound events missing from mortars
Fixed glitchy blur with pedal bike rear wheel.
merge from vine_null_invoke_fix
merge from tv_error_spam_fix
Fix vine mountable "DeferredStopReplicatingPos invoke with null action" error
Happened after a server restart if a vine was saved while swinging
Fix vines not correctly resetting to their default state on server restart
Fixed the neon being overly red and blobby.
Fix TravellingVendor.IsPlayerIgnored NRE spam
Fixed some old effects that were blanket receiving every external force on all layers.
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Increased the bounds of some monuments to match their terrain pad so they can't spawn too close to eachother and overlap terrain. S2P on all. Tested a previously problematic seed in editor
- Military tunnels
- Powerplant
- Trainyard
- Water Treatment Plant
- Launchsite
Fixed AmbientLightLOD lights staying dark when their entity is reused from the pool next to the player, like after teleporting or respawning in your base
Regression from
168517
merge from battery_vfx_fix
merge from repairbench_charms_fix
merge from tutorialvideos_fix
merge from menuchat_blur_fix
merge from stairs_los_improvements
merge from safezone_warningpopup_fix
pt_boat_scientists_ignoreplayer -> main
merge from f7dialog_title_fix
Fixed medium/large battery arcs VFX playing on uncharged batteries when coming back into range
Swap over Check.cs methods to be extensions
Pt boat scientists respect Convar.AI.ignoreplayers
Test if Rust.Application.Startup() actually runs in a build - seems like it could've been skipped and left isPlaying as false
Should fix UI country selection being empty as well as UI_StoreCarrouselButton.Init and StyleAsset.ShouldTween not working properly
country_ui_empty_list_fix -> main
Fixed not being able to change accessory of guns with no skins in the repair bench (m16)
Decal pass for tiny 3x3 randomised rooms
Converted the 32 tutorial mp4 videos to webm
Repainted terrain at the exit computer room and at the truck blocked off garage area, S2P - prevents terrain clipping into underground rooms causing players to get stuck. Tested in-editor on a 6k map
Merge from render_pipeline_testing