309 Commits over 1,157 Days - 0.01cph!
Terrain footprint for both variants of rock_formation_medium_e
Terrain footprint for 3 variants of rock_formation_medium_d
Terrain footprint for 3 variants of rock_formation_medium_c
Terrain footprint for 3 variants of rock_formation_medium_b
Terrain footprint for both variants of rock_formation_medium_a
Add terrain footprint calls to PlaceDecorUniform, PlaceDecorValueNoise, PlaceDecorWhiteNoise so all rock types can make use of the new component
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Terrain footprint for both variants of rock_formation_small_c
Terrain footprint for both variants of rock_formation_small_b
Terrain footprint for both variants of rock_formation_small_a
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
Don't override bestRot before spawning
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Added footprint functionality into the CliffSandbox dev scene
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
Fixed not being able to transfer water into the held water bucket via the UI.
Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
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)