All Rust commits from Facepunch
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
Remove debug
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
Skip loading monument prefabs for non-procedural maps
Remove another redundant mesh collider on ice sculpture
Fixed skin viewer sun orientation
Fix issues canceling loading into servers Fix scene lists duplicate entries in AssetSceneManifest at runtime Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
Made sails easier to interact with.
Removed TSSAA post effect from the skin viewer, breaks it Fixed nre when opening frog boots
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
WIP on lighting settings for workshop screenshots
Fixed right clicking while dragging a gesture breaking everything
Gesture reset button styling
Centered gesture wheel Fix soft mask fading bottom items
Fixed gesture menu not showing up + an nre when dragging empty widgets
Load skin viewer in a prefab rather than using a scene Removed the sky from the scene, not needed
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Removed duplicate gibbable script
Fix more meshes missing R/W
Fix scientist shotgun reload sounds
Fixed some legacy skins not loading
Fix heavies walking into players
Consistent drag controls regardless of framerate
Fix shotgun location in hand
Add support for adding byte[] fields to analytics events - serialized as Base64 string
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
Fixed store extra items not working for untagged old items
Skin viewer: sleeping bag, SAP, revolver and python
Fixed old skins not loading
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
Ensure hit entity isnt null first
Add a null check to query vis job runner to prevent crashes on disconnect.
Add editor preference setting to generate Client and Server project files. Edit -> Preferences -> Facepunch -> Project Generation
merge from main
Skin viewer: wellipets hat, rocket launchers, bandana
Prevent deploables placed ontop of rugs on tugboats from parenting to the rug. Ensure they parent to the boat instead
Fixed bag opening modal nre
Skin viewer: Added and tweaked riot helmet, coffee can helmet, miner hat, facemask, metal chestplate, horse and chicken costume
Updated blend material on rugs
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
Premium modal styling updates
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene