139,149 Commits over 4,505 Days - 1.29cph!
Reduce amount of network groups for rooms
legacy furnace COL 350 triangles -> 240
well within the convex mesh collider threshold (255)
Send network updates of room behind the door before the door's network update is sent
Add commands to select and direct a given NPC
ai.selectnpc will select the npc in front of the player
ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint)
ai.releasenpc stops the debug control
Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Faster navmesh save and load, smaller save file sizes
Merge from rendererlod_collapse_improvements
Adjust the position threshold for collapsing a RendererLOD
A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f
Catches a lot more renderers with no visual difference
Fixed collapsed LODS switching to culling later than they should
Fixed collapsed LODS not registering to environment culling
Fix lingering occlusion (wait 5s before hiding on client) not always working
- Fix missing inspector arguments on character customizer page
- Setup tile prefabs
- Initial work on Character Preview
- Set toggle on character creator page
Wired the DM Tier2 Lootbox gibs to its own material
The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke.
materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Fix rustnav.setnumthreads bugs
Add gibs to the DM wooden loot crates
DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing.
All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs).
Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one.
scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.
Fix IsPaused collection-modified exception in RustNavMeshAgent
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
triangulated workshop source for wood armor gloves
Fix character creator page setup
Setup 3 new clan related achievements
different colour variants of glass AR
- deleted old anim folder
- added bespoke animator for subsystem
- set up subsystem and curves for one arm/two arm mask and blends
- Updated 3p anims with correct prop rotation
- re-zero'd rotations in entity prefab
- added anim events for sounds
- updated viewmodel animator naming
Add support to select race
UI
- More layout
- More styles
Build libs for all platforms
Fix compile errors from the merge
Setup a system for fixed square cells in flex grids, so theres no need to compute gap and column count to get it exactly square
Adding hide events for glass ak magazine
Fix tiger charging forever at the bottom of vine trees
merge from abyss torch updates branch
merge from waterpipe_spawning_rework
- Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable
- Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument
- Lessened restrictions on terrain when determining where the pipes can spawn
- Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
tweak numbers for generation distances
Glass AR - fixed worldmodel sorting issues with other in game glass objects
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Merge: from vehicle_pooling
- Buildfix for BallistaGun
Buildfix: wrap Ballista private members in relevant mode guards
Tests: ran compile test
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Deleted erroneous vm_flashlight prefab
Merge: from hackweek_unsafescriptingaccess
- New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1)
Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
Update: grab binaries from the merged PR
- addesses review feedback, functionality is same
Tests: ran unit tests on Win
merge from vehicle pooling
a lot more resets for vehicles,
undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts.
add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
worldmodel and static prefabs updated with new model
Update: mark UseMultithreadedScripting explicitly defaulted to enabled
It kept disabling it despite underlying var being enabled
Tests: booted into craggy, looked at var state in console