128,905 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Disable TAA in TwitchDrops render scene to fix black BG in renders
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added jungle ruins stone floor textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update protobuf codegen exe
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram folder cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
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                made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implemented new battering ram animations
Changed the damage logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from mapuploader_retry_exc
Fixes an exception when map uploading fails and it tries to incorrectly retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Recache map uploading stream to avoid using a disposed one
In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup new scientist animation system
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cherrypick 
99260 (make VectorData & Half3 IEquatable)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_battery_charge_left -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `set_battery_charge` admin command to manually modify battery charge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                super basic in-editor marching cube setup to make experimenting a bit easier
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from qol_scope_zoom_toast -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
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                exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist corpse prefab ID not being updated after folder move
 
                
                
                
                
                
             
         
        
            
            
            
                
                replaced greybox volumes with the wip floor kit in ruins
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ice sculpture sound import settings
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed priority of block impact anims so they don't go via the idle state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed left hand driven camera animation not working when shields are active
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust shield holstered positions
Removed some placeholder anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable write defaults on shield idle
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed car shredder in the junkyard using a borked shadow proxy.
Junkyard S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/
(MeshLOD removal.)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility.
Probably wasn't even worth the CPU overhead anyway.
 
                
                
                
                
                
             
         
        
            
            
            
                
                added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ServerGib editor NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better error message when RustTextFixture.SpawnEntity failed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed FindPrefabPathsByLabel NRE