106,953 Commits over 3,836 Days - 1.16cph!
update to basemesh 95% there
- size more balanced, nicer to stand on
- working out mechanism
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Atlas padding fixes
Scene backup
New atlas renders for generic floating flame particles.
Add slots for adaptors and crafters, industrial crafter now needs to be attached to a workbench
Industrial crafter can only craft items that meet the level of the workbench
WIP industrial crafter, has inventory space for a target blueprint, inputs and results
Automatically crafts the supplied blueprint once it has the required ingredients
Force-quit anyone who didn't place a bet during the initial phase timer
Tech tree more expensive in hardcore
+50% T1
2x T2
4x T3
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Move table-destroy payout code to the base CardGameController
Stopped Rust complaining about not understanding the command line args that Unity is automatically adding ("licensingIpc", "hubSessionId" etc)
Reduced "Rust+ companion server connectivity", "Failed to find DungeonGridRoot", and "Failed to find DungeonBaseRoot" errors to warning level when in editor (prevent spam in game window).
Display bets correctly for Blackjack in the widget.
Lower Blackjack mount eye pos so the player doesn't feel like they're inhabiting a wacky waving inflatable tube man when they look straight down
Directory changes, scene backups
New IO type, Industrial (was using kinetic but that's actually used in a couple of places)
Updated prefabs
Don't show power number on crosshair, presumably it will always be 0
Moved the poker-specific stuff in CardGamePlayerWidget into TexasHoldEmUI
UI action phrases for Blackjack game actions
Center Blackjack cards in the UI
Deal the rest of the initial cards, hide only the second on the dealer's cards
Merge from main -> hardcore
Show players' cards in Blackjack
Redo satellite dish to fix some missing renderers
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Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes
Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option.
Summary of changes:
- Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris.
- Generic item drop containers moved from Ragdoll to Debris.
- Various special event collectables moved from Ragdoll to Debris.
- Some vehicle storage containers moved from Ragdoll to Vehicle Detailed.
- Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris).
- GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
Blackjack initial card deal, saving last actions
Fix gradient blocking clicks above the refresh button
Merge from main -> item_move_fixes
Add server tags for different regions
More UI work to make things look nicer
Added MaxSlopeRadius / MaxSlopeDegrees to WorldPositionGenerator (can be used for a mission to check for flat ground within a radius)
Added CheckSphereRadius / CheckSphereMask to WorldPositionGenerator (can be used for a mission to avoid certain layers, like player construction, within a radius)
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LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
Add Facepunch.Flexbox
WIP server browser UI tweaks to make filtering servers nicer
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Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
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Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius