13,600 Commits over 2,710 Days - 0.21cph!
Merge from hackweek_renderlod_collapse
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Fixed the tax rate of the tech tree being decided by the workbench level and not the tech tree level, fixes incorrect tax rates being applied when opening up lower tier tech trees from a T2/T3
Underlying framework for sending an event manifest to the player periodically that contains a generalised guide on how long until specific server events begin (designed to replace the server wide pop up event notifications)
Sends a time remaining abstracted down to 1/5 pips rather than an actual time amount, each pip is 12 minutes
Set up most of the backend and added support for events using TriggeredEventPrefab and PuzzleReset systems
No UI setup yet
Fixed some more growables
https://files.facepunch.com/jarryd/1b2811b1/Unity_ZHMbHU7RJH.mp4
Can now hold sprint to fill in vacant slots in a planter with any selected seeds
Added player.trigger_wildlife_trap convar for testing
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Raw human meat bait value is now 3
Spoiled human meat bait value is now 0
Can no longer put items with no bait value into the fishing trap (same behaviour as fishing rod)
Show the max stack bait size in the information panel when bait is selected
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Fish bait value changes:
-All fish based food now has no bait value and cannot be used to catch more fish
-Raw Bear and Wolf meat is now worth 10 bait (was 5)
-Raw human meat is now worth 10 bait (was 1)
-All berries are now worth 1 bait (was 0.5) and can be stacked up to 5 times as bait
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Added the ability for more than one lure item to be used at once when fishing, applied to worms and grubs up to a maximum of 3
This means that a stack of 3 worms and grubs can be used to catch high value fish
Applies to fishing rod and trap
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Simple shark now requires a depth of 5.5m to fish (was 5m)
Fish traps are now considered to be fishing at 5m regardless of their location (fishing trap can now get all fish except for shark due to depth and orange roughy as it's only available in a moonpool)
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Fishing trap now uses the same fish selection and bait logic as the standard fishing rod (different catch options for fresh water/ocean water)
Converted FishLookup object to a scriptable object
Inner lake on Craggy Island now correctly registers as fresh water when fishing via either method
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Can now open and unlock techs from the lower tiers of workbench when using a higher tier (eg. T3 workbench now allows access to T1+T2+T3 tech trees)
Create a button per tech tree in the workbench panel
Convert workbench loot panel to a prefab rather than S2P
S2P bandit town and compound (monument workbenches share the same feature)
Merge from hackweek_renderlod_collapse (crafter NRE fix)
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
Fixed null renderers in the HideIfScoped viewmodel component causing NRE's (currently caused by flame arrows on the crossbow)
Fixed flame arrows on crossbow not hiding their particle effects while using a scope
Spooky speakers audio now falls under the voice props volume slider
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
Fixed oven loot panels not working (incorrect compiler define)
Safety check for EmissionToggle renderer collapses
Gesture collection is now a BaseScriptableObjet, doesn't need to be referenced by the BasePlayer
Merge from hackweek_renderlod_collapse
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
Don't collapse renderers if they are part of a LightGroupAtTime
Example arctic hazmat setup (will need to be fixed before merging to main)
Better way to recognize the underlying skin renderer
Update skin parameters when clothing changes so that skin colour is applied to any skin renderers that are part of the clothing viewmodel addition
Revert shader shanges (they're in the history if we ever revisit the idea)
Merge from map_perf_improvements2
Fixed map renderers for dungeon cells (only used on xmas dungeons)
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes
Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
Merge from hackwee_renderlod_collapse
Convert harbor approach node error into a warning
Fix player not being able to initialise if the boat paths are disabled
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin
Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands
Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though)
Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
Ensure collapsed renderers can still register with occlusion culling
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
Better socket deploy guide rotation
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Can now pick up empty campfire water purifiers, both water containers must be empty
Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials)
Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type