130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                - Ballista Mount blockout
                
                
                
                
             
         
        
            
            
            
                
                Catapult ammo stacks to 4
Catapult explosive ammo damage reduction - back to 4 hits to break stone walls
Catapult explosive ammo cost reduction
Subject to change pending further testing
                
                
                
                
             
         
        
            
            
            
                
                exported updated tiger tree test anims
                
                
                
                
             
         
        
        
            
            
            
                
                ▍▄▉▇▄▅▄ ▇▇▆▄▉ ▅▍▋ ▇▍ ▍█▍▉█▌▄▊▅ █▅▉▉▋ ▄▋▇▍ ▆▋▊▆▉▇ ▍▌▊▉▇▍▌ (!)
                
                
                
                
             
         
        
        
            
            
            
                
                ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll
The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fix shields in a build
                
                
                
                
             
         
        
            
            
            
                
                Added TweakGraphicsPresetsUI as a derived class of TweakUIPresetSelect to allow for more specific code.
Reapplied config.
                
                
                
                
             
         
        
            
            
            
                
                - LODs adjustments and bolt fix
                
                
                
                
             
         
        
            
            
            
                
                Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
                
                
                
                
             
         
        
            
            
            
                
                manifest - restore prefabs/autospawn/monument/medium/compound.prefab
                
                
                
                
             
         
        
            
            
            
                
                removed temporary prefab now that we have final prefabs
                
                
                
                
             
         
        
            
            
            
                
                adobe gate/wall item definitions
                
                
                
                
             
         
        
            
            
            
                
                final prefabs for Adobe gate and wall
                
                
                
                
             
         
        
            
            
            
                
                Added a screenshake and camera recoil to the local player when hit while blocking
                
                
                
                
             
         
        
            
            
            
                
                Battering ram metal impact
                
                
                
                
             
         
        
            
            
            
                
                Battering ram engine exhaust effet
                
                
                
                
             
         
        
        
            
            
            
                
                Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
                
                
                
                
             
         
        
            
            
            
                
                Flip the shield raise progress bar so it starts full and lowers rather than vice versa
                
                
                
                
             
         
        
            
            
            
                
                Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
                
                
                
                
             
         
        
            
            
            
                
                Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
                
                
                
                
             
         
        
            
            
            
                
                Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
                
                
                
                
             
         
        
        
        
            
            
            
                
                Add extra colliders to the top, side and bottom of all shields for extra cover
Tripled the health of all shields
                
                
                
                
             
         
        
            
            
            
                
                Ensure errors are thrown inside DoPrepare() instead of being skipped over
- only applies when `-throw_manifest_error` is set
                
                
                
                
             
         
        
        
        
            
            
            
                
                FoliageGrid profling.
RustCamera foliage grid profiling.
                
                
                
                
             
         
        
            
            
            
                
                Test:
Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once.
Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
                
                
                
                
             
         
        
            
            
            
                
                Add profiling for LODGrid.Refresh
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                - Further polish on layer changes
- Fixed bug causing animation curve to not run fully through
- Ensured timer duration works ass expected
- Added big ass note to the top of the file
- Worked on further hiding some bow manipulations
                
                
                
                
             
         
        
            
            
            
                
                Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
                
                
                
                
             
         
        
            
            
            
                
                Add support for initial stock of a vending machine to be <10
                
                
                
                
             
         
        
        
        
            
            
            
                
                Expand "Map %s is missing" disconnect in the other place too
It wasn't displaying the info about cl_downloadfilter.
Display HTTP error when FastDL fails and its not a 404
Fixed the game not downloading maps if bz2 version exists locally
Unify how ITex/IMat:GetColor pushes color to Lua
Merged Pull Requests
* Do not display effect rings with Gravity Gun equipped
* Update jQuery and reduce reliance on it in main menu, as well as lazy load images
* Added math.IsNearlyZero and math.IsNearlyEqual
                
                
                
                
             
         
        
            
            
            
                
                Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs)
- wood
- stone
- metal frags
- hqm
- sewing kits
- gears
- large backpack (max 2)
- salvaged axe (max 5)
- salvage pickaxe (max 5)
                
                
                
                
             
         
        
            
            
            
                
                Update: ServerDemoPlayer - add debug option to log packets
Trying to figure out why some construction events are not being palyed back properly
Tests: played back a demo where I'm building multiple chained staircases
                
                
                
                
             
         
        
            
            
            
                
                Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
                
                
                
                
             
         
        
            
            
            
                
                Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
                
                
                
                
             
         
        
            
            
            
                
                Tweaked battering ram door max angles
                
                
                
                
             
         
        
            
            
            
                
                Add support for alternative vending machine trades per era
                
                
                
                
             
         
        
            
            
            
                
                New battering ram dismount pos