13,114 Commits over 2,831 Days - 0.19cph!
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)
Hook up animators
Swap LodGroups for RendererLOD
Disable shadows on Lod2 and Lod3
Enable GPU instancing on new materials
Add Decay components
Adjust prevent building volume
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
Fix cooldown not running for correct time
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though
Add a head look at constraint
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Various hierarchy improvements, gib overrides, set up heavy scientist version
Deployable setup
Add a Poke interaction, gives comfort in a radius for 15s
Added a hand look at constraint and adjusted the spine look weights down to match
Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
Stripped out rig controller into it's own prefab for easier merges
Added per spine bone look at weights
Add animation rigging package (third times the charm)
Add new Facepunch.BoneJobs plugin
BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on
Currently only has a single component, the AimSpineComponent
Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis
The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads
It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
More work, still nothing working
Attempt 2 at implementing the animation rigging package
Merge from tutorial_island
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)
All access supplies mission stages are now mandatory
Fixed craft button highlight not updating after crafting an item
Fixed opening full screen help info causing a soft lock in mission 2
Full screen help can now be closed with escape or by clicking the background
Merge from io_budget_health
ProcessInterferenceQueue null checks
Made a slight change to how we handle the spine offset vector that's declared on weapons
Still not quite working the way we need it (particularly on the head bone), but it is an improvement
Manifest, code gen, protobuf
Merge from tutorial_island
Don't give seasonal items to player when starting on tutorial (party hat/snowballs/etc)
Refactors
Set client weather when starting tutorial
Rip out the time changing methods, just hardcode time to a specific value for the duration of the tutorial
Player can no longer change quantities of item to be crafted until mid-way through tutorial
Removed any orphaned tutorial videos/images after latest changes
Converted the mission help assets into a selection of the help infos we pop up ont he side of the screen, these can be opened in a modal display by pressing the tutorial key or asking the NPC for help
It just displays the contextual popups for each mission, so if a player wants to revisit something on their current mission they can
Fixed incorrect calculation when substituting components in repair costs, fixes some items being too cheap to repair
Run turret interference updates in a new hashset based queue that sorts interference updates from highest net id to lowest to ensure that interference is applied deterministically (newer turrets will always suffer from interference before older turrets) and hopefully doesn't overload the queue in the process
Fix leaking entity list in UpdateNearbyTurrets
Added an indicator to the item icon if a weapon has a burst attachment and that attachment is enabled (similar to flashlight attachment)
Added a timeout to the fishing bobber in case it gets orphaned from the fishing rod for whatever reason
Make the item description scrollable if it's too long for the text box
Searching for items in the conveyor filter and F1 debug tools now uses the same culture handling that the vending admin panel and crafting menu uses
eg. searching carva will return Carvão (charcoal) when playing in Brazilian Portugese
Added a tooltip to the hostile countdown in the inventory to explain what that it is
Switched hostile countdown text to RustText for better visual quality
Fixed skinning knife not producing player heads (missing HeadDispenser component on player_corpse_new)
Fix player markers staying visible after disabling togglespectateteaminfo
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Show the current spectated players team markers when BasePlayer.filterSpectateMapTeamID is -1