125,563 Commits over 4,171 Days - 1.25cph!
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Nature dressing.
Tree tweaks.
Fail build when VPK.EXE fails to run
Fixed VPK.exe crashing randomly
Minor merge from x86-64
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
merge from drone_storage_slot
merge dynamic_environment_volumes to naval_update
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
corrected inherited velocity used to throw projectiles, may want to dampen this still
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
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drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
Allow full stop in seek state
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
merge from climate -> deep_sea
fix HUD Vitals sorting layer overriding prefab value
Use 2D Distance instead
Compile fix
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
Refactoring gun displays to use nested prefabs
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
properly centered drone action prompt label on computerscreen ui
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
tropical palm server files
Fixes to get choice of mission rewards working properly
If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
Re-apply part of merge manually
Setting up server palm trees entities.
merge from deep_sea -> deep_sea/climate
merge from demoshot_ui_fix
Fixed demo shot list UI text issues
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Revert accidentally touched file
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string
A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters
- Set default values to be as close to the looks of the previous crosshair as possible
- Cleanup
Harbor 1 and 2 loot location shuffle
Tier 0 and 1 now have slightly differnt spawns
Clearer target logic
Auto pursue system
Debug visuals and extra states so i can adjust movement target in real time for testing
Deep sea wipe end phase: slowly ramp up radiation in the final phase
Exposed a 0-1 factor we can use for weather
Content entities spawned in the deep sea get the global deep sea network group assigned