121,138 Commits over 4,018 Days - 1.26cph!
- 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
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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
merge from primitive -> aux2
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
merge from primitive -> aux2
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