290 Commits over 1,126 Days - 0.01cph!
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
Fixed comfort setup on 23 prefabs. In all cases, the minComfortRange was greater than the triggerSize (radius) which is not how the TriggerComfort script is intended to be used. Swapped minComfortRange and triggerSize values.
Affected prefabs:
1. Charity_plushie_01\CharityPlushie_01_deployed
2. Charity_Plushie_02\CharityPlushie_02_deployed
3. Charity_Plushie_03\CharityPlushie_03_deployed
4. Charity_Plushie_04\CharityPlushie_04_deployed
5. Charity_Plushie_05\CharityPlushie_05_deployed
6. Discord Plush\DiscordPlushie_deployed
7. Discord Trophy\discordtrophy_deployed
8. HazmatPlushy\HazmatPlushy_deployed
9. HeavyScientistPlushie\HeavyScientistPlushie_deployed
10. ScientistPlushie\ScientistPlushie_deployed
11. Youtooz_Figurines\Hazmat_Youtooz.deployed
12. Youtooz_Figurines\HeavyScientist_Youtooz.deployed
13. Trophy\trophy.deployed
14. trophy_2023\trophy_2023.deployed
15. birthday_balloons_2025\circle_balloon.deployed
16. birthday_balloons_2025\heart_balloon.deployed
17. birthday_balloons_2025\latex_balloon.deployed
18. birthday_balloons_2025\latexclump_balloon.deployed
19. birthday_balloons_2025\mixedclump_balloon.deployed
20. birthday_balloons_2025\speechbubble_balloon.deployed
21. birthday_balloons_2025\star_balloon.deployed
22. Rug\rug.deployed
23. modding\volumes_and_triggers\comfort_volume
merge from fix_cliff_gaps
Tightened anchor setup for rock_formation_small_a
Tightened anchor setup for cliff_hills_mid_c
bear rug comfort trigger size increased 1.1 -> 3 and minComfortRange stays at 2 - this means you will get comfort from further away but you have to be within 2m to get full comfort, previous commit's fixes means a single player within 2m of the bear rug will get 25% comfort - subject2change
Calculate comfort from the player's center point, not feet. Clamp minComfortRange [0, triggerSize] so incorrect prefab setups never influence code - minComfortRange cannot be larger than the triggerSize, this creates poor comfort behaviour
TriggerComfort gizmo to visualise the centre and minComfortRange
Another sneaky compile fix that snuck past editor tests
bye bye compile errors :wave:
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
merge from HAB_armour_health_fix
Fixed placement of wooden barricade and barbed wooden barricade.
Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
merge from fix_cliff_gaps
Applied a similar fix as
158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened anchor setup on cliff_hills_large_c
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
More anchors on each of the rock_formation_medium_d variants (hills, rock formations and river rock formations), preserving their independent slope scale and offset/extents
merge from main (gimme terrain_anchor_tooling)
- Modernise CliffSandbox UI to use RustButton, RustText, RustInput...
- Added teleport to marker button
- Added help text so more devs can use this tool in the future if needed
- Added hot reload of prefabs so you can change a cliff prefab's setup and remain in playmode to iterate much faster on problematic cliffs
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened up anchors for cliff_hills_large_f
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
Tightened up anchors for cliff_hills_large_a
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Further tightened anchor setup of cliff_hills_large_b
Tightened anchor setup for cliff_hills_large_c
Fixed pre cliff bake sometimes not using the right seed and made re-anchoring more reliable, now using select to re-anchor rather then attempting to re-anchor string inputted prefab names everywhere
Adjusted rock_formation_d some more to avoid gaps
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Removed redundant Unity tools entry
Fixed cliff_hills_large_b poking out of terrain
- Added a few more terrain anchors
- Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Changed both `cliff_tall_a` and `cliff_tall_c` 's `TerrainHeightSet` object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Subject2Change
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Recalculate button keeps cliffs in the same location
2 gizmo options:
1. Distance culling
2. Select what cliffs to show gizmos for by clicking them
Improvements to the CliffSandbox dev scene
- Select cliff prefabs from inspector dropdown
- Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging
- Toggleable prefab gizmos in playmode
- Spawnable player-sized capsule for sense of scale
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
Consistent icon sizing for animation buttons