126,368 Commits over 4,171 Days - 1.26cph!

2 Years Ago
Merge from bounds
2 Years Ago
Compile fix
2 Years Ago
Generate island locations during bootstrap, before spawn handling. DensitySpawnPopulation can now filter out island areas. Flag junkpiles_water to not spawn in outer tutorial bounds.
2 Years Ago
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
2 Years Ago
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
2 Years Ago
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
2 Years Ago
Added a new tutorial only chicken type that drops animal fat
2 Years Ago
Adjusted some help text
2 Years Ago
Merge from main
2 Years Ago
Merge from dof_exposer_improvements
2 Years Ago
Fixed incorrect focal distance readout
2 Years Ago
▉▇▆▊▊▍▇▊_▅▆▉▄▊_▍▊▌▆▊, █▋▅▉▄▅▍▉_▋█▆▋▆_▇▊▊▍▆▍▊ ▄▋▋ ▋▇▇▋▍▋▊▍_▇▇▆▅▄_▇▄▇▄▋▄▅ ▌▇▇ ▍▆▇▍ ▄▇▌▉ ▉▊ ▄█▆▊█ ▍▋▅▉▍█▍▅ ▊▆▍▍ ▍▍▄▊▌█▍▇ ▉▉▋▊ ▉█▌▊'▉▍ ▍▋▊▊ ▋▆ ▄ ▇█▍▄, ▄▋▊▅ █▌▊▉▄ ▆▍▆▇▌▇▄ ▉▍█▊▆▉▋ ▇▅▇▇▅▋ ▉█▍▍ ▇▉▌▄█ ▅▊▆▅█▊▍ █▆ ▌▇▆█ █▍▇▋ █▍▇▍▅▉█ ▌ █▌▄▆ ▄▇▉▍ ▄ ▌▌▇▅▄▄▇▊▄▉ ▌█▄▍▍ ▊▉▄▍▋▉▄
2 Years Ago
Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine Also max out sample size
2 Years Ago
Viewmodel camera static experiment
2 Years Ago
Crazy ADS zoom thing
2 Years Ago
Merge from main -> trap_optimize
2 Years Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
2 Years Ago
.meta file
2 Years Ago
Make the deployment guides transparent
2 Years Ago
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame) Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
2 Years Ago
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown) Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
2 Years Ago
Fixed being able to clear pings that are created by tutorial stages
2 Years Ago
More help videos/images Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
2 Years Ago
A couple of very minor edits to buoyancy.cs
2 Years Ago
Make certain that we never shore drift RHIB on cargo ship
2 Years Ago
Don't do world edge repel on kinematic rigidbodies
2 Years Ago
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
2 Years Ago
Serialize island timeout. Protobuf gen.
2 Years Ago
WIP island timeouts. Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled. Reduce this time to 5 minutes if we're low on available islands. Added an island tick.
2 Years Ago
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
2 Years Ago
Updated entrance prefab with dressing and lights Fixed some mesh errors
2 Years Ago
Don't allow the tech tree to be opened and make the button not interactable.
2 Years Ago
Don't allow contacts window to be opened if in the tutorial. Hide UI button for contacts if in the tutorial.
2 Years Ago
Train tunnel entrance mesh progress
2 Years Ago
LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions
2 Years Ago
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
2 Years Ago
Removed global.vehicleDismountHoldTime convar Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles Not every vehicle fit perfectly into a category, some notable decisions: -Workcarts, trains, sleds and snowmobiles are considered ground vehicles -Parachutes and ziplines are considered flying vehicles -Submarines, boogie boards and inner tubes are considered aqautic -A computer station is considered a flying vehicle if a drone is currently being controlled
2 Years Ago
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
2 Years Ago
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
2 Years Ago
Show the button that opens the crafting menu next to any crafting objectives
2 Years Ago
More help videos
2 Years Ago
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
2 Years Ago
Re-enabled Homing Launcher ADS
2 Years Ago
Add some conversation text to explain the optional supplies box
2 Years Ago
Merge Main -> HomingMissileLauncher
2 Years Ago
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
2 Years Ago
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
2 Years Ago
Merge from main
2 Years Ago
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)