113,578 Commits over 3,959 Days - 1.20cph!
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly)
When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation
This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity
This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
Reapply HeadDispenser component to player_corpse_new
Metal detector
- prefab updates
- vm setup
-vm placeholder anims
- updated models and materials
- animator
- 3p placeholder anims
- override controller
- worldmodel prefab setup
Merge from backpacks -> aux2
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
Added dying rose variant
Texture tweaks
Fuller leaves on green variants
Apply final rotation offset to bow
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
WIP setup for 3qrs bow hold, still not quite working
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
Merge from PlayerRigUpdate
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
Fixed figurines lodding incorrectly when parented to tugboats
player update water bucket meta fiile
player update. exported/set up water bucket anim set and populated its override contoller with the new anims
Fix wrapping gift inside of backpack deleting the item
Disable Rust birthday items (confetti and pinata)
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Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers
Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide
Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
MeshTerrainRoot implements IClientComponent
Retrieve terrain type as a float, seems to fix terrain type errors
Merge from tutorial_island
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world
Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes
I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
Fixed UI raycast issues in the upper portion of the inventory
Fix no sound when opening backpack on the ground
Placeholder zipper sound (from lockers)
Merge from main -> backpacks
Add field `destroyMarkerOnItemRemoved` to control whether the crate map marker is destroyed when an item is removed from the crate
subtracting hostile_countdown_tooltip - UI Scaling issues
merge from CargoDroppedItemFix
Include Vehicle Large in DroppedItemCheck
subtracting burst_icon_belt - moved to Feb Release