156,304 Commits over 4,536 Days - 1.44cph!
Halloween Wallpapers - initial setup
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported
Testlist
Fixing LOD numbering on ladder hatch
Improve test runner window filtering of editor and runtime tests
Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
merge from painting_fixes
add Swap Seats to all vehicle based action sets with consistent button bind.
painting fixes/improvements
- add colour wheel option to neon signs
- add largest size option to neon signs (25mm)
- fix brush outline on ornate frames
- add convar for toggling the brush outline to be more visible by inverting colours behind instead of projecting brush colour (default to true)
Add car reload action and remove menu gesture action.
Updating armoured ladderhatch rig
- Set up subsystem for machete and sword
- Deleted HoldType.Machete.overrideController as no longer needed
Update: Add HttpImage.MissingSprite
- reroute all dynamic sprites to MissingSprite
- added store.HttpImageFailLoads to simulate loading failure
Tests: navigated store with failloads 1, skin tiles need fixing
Festive garlands now work on player built boats
Update rustnative libs for all platforms
Update rust native windows dll
Bugfix(editor): StoreBundleTool - fix missmatching file extension, part 1/4
- ran Update Urls(force)
Tests: navigated through store tabs, only 1 image failing to download
Add in a stir status panel showing if we are currently stirred or not
Added support for a RendererLOD to collapse if the only blocking component is a DeferredDecalComponent
Tracks at which LOD levels the decal component was active and enables/disables a single component
Should allow collapsing on an additional 5000 prefabs across the project, some of these are used in the train tunnels and repeated a lot so it could make a difference
Also converted three train tunnel lights to MeshLOD
Added support for changing the number of depth bins per tile via the rendering debugger
Beginning to delete old player model animation content
7 weapon specific animation fbx's, each one verified as 0 usages
1 unused override controller (krieg shotgun)
main -> biofuel_generator
country_selection_refresh -> main
Folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Sword references correct files, testing and working
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Fix navmesh sometimes building on top of fences, fix rustNavmeshVolumes not working on new navmesh
- v3 country selection screen
- Better handling for automatic country finding
merge from reactivetarget_rcturret_fix
Remotely controlled turrets can now hit reactive targets
It needed a hack because they could only react to client projectiles and RC turrets are using ServerUse
Re-connected sword anim files (shared with old machete)
Merge from main/Livestock_animals/critter_animals
merge from sandbag_barricade_variants
Reduce crafting recipe and time
100 > 50 stone
10 > 5 cloth
30 > 10 seconds
Ensure all haptic feedback is stopped on application quit, just incase.
Move intensitiy settings to their own new UI sub-category.
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Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
merge from main, will need to rebuild phrases
Anim fix for sheep charge attack
Restore some spacing gaps in gamepad UI
Fix pt boat turrets not showing up correctly on the death screen
Update root motion data for cows so animaiton updates are visible in game
Implement HapticSource to track where the rumble is coming from.
Add per-source haptic intensity convars so each can be customised.
Add sliders for them all to gamepad options UI.