111,339 Commits over 3,928 Days - 1.18cph!
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Bugfix: show valid last attacker when suiciding
We used to cache pooled HitInfo which could cause it to be randomly modified by other hit processing. Now we cache a value struct isntead of hitinfo.
Tests: solo session, get attacked by an animal, then run injure -> kill. Used to see self as killer, now see animal
- Metal Shield Viewmodel submission
- Material and Textures Setup
Bugfix: Fix server-side leak of HitInfo for player melee attacks
Still on the lookout for the sourc of bad death screen info
Test: local session, couple hits by p2 and the pool numbers for HitInfo stayed stable
Cleaned up the Localization tools MenuItems name and priorities
Add anim to wolf jump
Tweak fsm api to prevent bugs we could catch in a static way
Make it possible to stack the disabled state on a navmesh agent
Switched the old torch flame texture compression to DXT5|BC3 to fix the compression visual noise.
Scene for testing cliffs behaviour with PlaceDecorUniform
Fixed showtoast commands arguments limit checks
Added descriptions showing the expected arguments
Brightened up coastal rocks
Moved coastal rock prefabs to a new folder
Merge: from main
Tests: none, trivial changes
merge from geiger_counter_leak
Merge: from geiger_counter_leak
Brings across the pool.print_memory filter feature.
Tests: none, trivial change
Removed unused "Two" key on RustOption.Normal prefab
Added a barebones tool that lets you find all the places a specific Phrase is used
Merge: from main
Tests: built all modes in editor
Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
Polish wolf attack on foundation behaviour: raise jump apex, prevent target switch, U turn instead of barking when landing away, cancel if player gets down
Fix canReach being inaccurate
Fix potential bug when noise transition evaluates to true, but it's inverted or composed with other transitions
Improve navigation vislogs
merge from store-ui-dlc-pages
Added antechamber to ziggurat, improved level flow
merge from VehicleFloorFix
merge from ArmouredPassengerColliders
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merge from survey_charge_lod
Reset all clothing item materials to defaults
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Added AmbientLightMultiplier, DirectionalLightMultiplier, ReflectionMultiplier, SunMeshBrightnessMultiplier and MoonMeshBrightnessMultiplier to WeatherPreset
Undo directionalLightIntensityDepthMultiplier changes from yesterday
Edit flipped threshold a little
Car 'flipped' threshold is now around 80 degrees instead of 90
Merge from world_update_2
Merge from world_update_2/dynamic_underground_network_groups
Merge from world_update_2/dynamic_underground_network_groups
Applied the network group toggle to the train_tunnel_volume prefab so it's applied across everything
Disable the network group toggle on the slope up and down transitions as they would shift the network group up too much
Fixed thresholds getting reset in Client/Server mode
Togboat collider small edit
Additional collision primitive for rear of tugboat
Merge from world_update_2/dynamic_underground_network_groups
Added a new NetworkType field to EnvironmentVolume
Volumes marked TrainTunnels will now lower the train tunnels network threshold to match the top of their volume
Marked all train tunnel volumes as the appropriate network group
This should resolve entities built on the bottom of canyons being considered underground and not networking to the surface
This includes a cherrypick form the dynamic_underground_network_groups branch
Null checks in RustText and Tooltip SetPhrase
Fixes safezone warning formatting error
Fixed RustInput.Normal placeholder text having no localization token
Set auto size values to support any language
merge from repairbench_icons