13,110 Commits over 2,831 Days - 0.19cph!
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly)
When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation
This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity
This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
Reapply HeadDispenser component to player_corpse_new
Apply final rotation offset to bow
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
WIP setup for 3qrs bow hold, still not quite working
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
Merge from PlayerRigUpdate
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
Fixed figurines lodding incorrectly when parented to tugboats
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers
Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide
Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
MeshTerrainRoot implements IClientComponent
Retrieve terrain type as a float, seems to fix terrain type errors
Merge from tutorial_island
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world
Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes
I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
Fixed UI raycast issues in the upper portion of the inventory
Split fill TC and upgrade to wood into two different missions for easier help info logic
Don't allow player to rotate or demolish blocks on tutorial
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
Lowered how much fat the tutorial bear gives
Halve delay between missions when another mission autostarts after the last one
Finish base mission step now counts items placed before the sleeping bag is crafted
Fixed typo in first conversation stage
Moved all deployables into the base
Merge from tutorial_island
Added a Help secton to the main menu that displays all of the tutorial help messages in the one place
Added a "Quit Tutorial" button to the main menu
Changed Metal frag step wording slightly
Switched smelt frags step to a HaveItem objective, had to add a Can Reset toggle so it doesn't fail once the frags are used to craft the workbench
Removed old unused help infos
Added a popup prompt reminding player to close the door on the way out of their base
Fixed GenericSpawnPoint gizmo not appearing in the right place when in hierarchies
Fixed find scrap objective missing ping icon in missions HUD
Removed Think coroutine in MissionsHUD, I don't think it's necessary? (easy to revert if I'm wrong)
Fixes missions hud popping out twice when the player receives a mission
Slight optimisations to MIssionHud hide process that is called constantly during regular gameplay, now has no cost if the missions hud is already disabled
Fixed a few alt look issues
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
Update Facepunch.BoneJobs, better runtime editing of values
Make steam item asset
Can now create SteamInventoryItem via right click create menu in "Create/Rust/Skins"
Moved ItemSkin into the above folder (for reference, create an ItemSkin when creating a skin for something, create a SteamInventoryItem for a generic inventory item)
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)