136,986 Commits over 4,324 Days - 1.32cph!
Add trailer chassis that is scaled larger to fit building block sized trailers
Add shipping container building block trailer prototype thingy
Disable the RendererBatching components on shipping container skin for the hackweek
Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
Fixed youtooz bobble heads breaking after 10 uses
tweaked guitar inUse position
Swap away from projectiles in favour of a standard BaseEntity
- Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client)
- Various settings to tune update amount
- Simple press e to force golf ball in that direction
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints)
Graphs can read data from devices connected with data chips, trigger power outputs...
Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
Set exclude layers on fishing villages SafeZone trigger.
Ran s2p on all fishing villages to bring in turret layer exclusions.
Set exclude layers on sentry.bandit.static
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
merge from mounted_shorevector_clear_fix
Drums
- Updated foot ik positions on drumkit
- Updated override controller
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Bugfix: prevent leaking entities into save from transient containers
Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.
- Create basic golf ball entity
- Create golf ball projectile
- Hitting E on the golf ball entity spawns a golf ball projectile with a small upwards velocity (for testing)
apartment complex layout refinement to street and ground surfaces
readying for procmap, s2p
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
merge from prefab_preprocess_fix
PlayerRigUpdate2 -> hackweek_golf
Now excludes inactive settings.
And added todos for remaining work
Blockout for rentable kiosk A
Read the log file instead and run the server in the shell
merge from industrial_redirect_fix
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merge from sprinkler_obb_fix
last one, texture setting adjustment for boxes and reducing AO texture size
more texture setting adjustment for boxes and reducing AO texture size
texture setting adjustment for boxes and reducing AO texture size
charcoal box matrix added, prefab adjustments, corpse added, icon rendered, loca updated, AO texture reduced to 1k
Properly route stdout to the rust client
Watch for server ready message, connect player once server has booted
First steps for a local tutorial
Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
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Better fix, match the old capsule entirely with an OBB
If anything this will allow sprinklers to hit more planters slightly
Adjust sprinkler splash bounds box to more closely match last months behaviour
Should fix sprinklers on walls