110,898 Commits over 3,897 Days - 1.19cph!
updated battering ram anim, new states in animator, more build up in attack anim
Make scientists reposition when they realize they are flanked
Update: borked linux ServerProfiler.Core
It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow.
Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
Fix covers not facing the right way when converted from a prefab local space to world space
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
merge from xmas2024
109423 (Pre xmas lighting change)
Fixed ServerGib editor NRE
Better error message when RustTextFixture.SpawnEntity failed
Fixed FindPrefabPathsByLabel NRE
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
Only show zoom toast after they hold ADS down for 3 seconds
Change toast cooldown from 15m -> 5m
Add toast to variable zoom scope
- will prompt you on hotkeys to zoom up and down
- will stop showing once you click the button 5x
Battering ram audio minor change
merge from fix_telephone_grid -> main
Fix telephone using the numbered grid instead of letter grid
Update: ServerProfiler.Core separates platform specific code
Required for Linux support - still figuring out how to organize msbuild projects
Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
Fixed methods being renamed OnDiedByPlayer
testing setup for fitting marching cubes to mesh
Various fixes about the colour buffer not being resized or copied correctly
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
Rename Entity profiler back to OnKilled()
merge from main -> fix_telephone_grid
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied()
Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Have scientist try to guess your current location based on where they saw you last
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
Update ballista icon
Changed siege weapon items selection panel
Fixed ballista ModularCarAudio.StopTyreAudio NRE
Added a fallback blit in cases where TAA is invalid
Added the RustTAA shader to the Always Included shaders list
Add filename to inspector.
Only show save preset button if there's a filename specified.
Potential NRE fixes.
Fixed catapult fire interaction available when looking at the wheels
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio
Updated BatteringRamVehicleAudio
Added wheel audio to all siege weapons
merge from indirect_instancing
Add temporary debug error messages to diagnose the uninitialised component issue.
▇▌▉▋▊▅▌▇▅▉▄ ▅▋█ ▉▄▍ ▇▆▄▉▌▅▉▆▄▉ ▌█▌▊▊ ▆▊▍▍ ▅▊▅▄█▉▆ ▌▆ ▆▅▌▌▍▌ █▌▍██▋▄▉ ▉▊▍▍▆▍▇ ▍▅█▉▌▆ ▆▅▉▍▊▇▆▍▌▊▍█
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
Merging new TAA implementation to main