12,658 Commits over 2,315 Days - 0.23cph!
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)
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)
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
Merge from hackweek_renderlod_collapse
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation