userJarryd Campicancel
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10,948 Commits over 1,950 Days - 0.23cph!

6 Months Ago
Merge from sprint_seed_fill
6 Months Ago
Merge from main
6 Months Ago
Fixed several isseus preventing the seed flood fill working in dedicated client mode
6 Months Ago
Subtract 98066 (trying to fix broken build)
6 Months Ago
More fish bait value adjustments: Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value) Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value) Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack Raw fish meat is still 0 bait value Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
6 Months Ago
Fix trigger_wildlife_trap somtiems not working in the editor Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
6 Months Ago
Placeholder UI
6 Months Ago
Merge from sprint_seed_fill
6 Months Ago
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
6 Months Ago
Fixed debug log when flood filling seeds
6 Months Ago
Merge from hackweek_renderlod_collapse
6 Months Ago
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
6 Months Ago
Merge from main
6 Months Ago
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
6 Months Ago
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
6 Months Ago
Fixed some more growables https://files.facepunch.com/jarryd/1b2811b1/Unity_ZHMbHU7RJH.mp4
6 Months Ago
Can now hold sprint to fill in vacant slots in a planter with any selected seeds
6 Months Ago
Added player.trigger_wildlife_trap convar for testing
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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
6 Months Ago
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)
6 Months Ago
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
6 Months Ago
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6 Months Ago
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)
6 Months Ago
Merge from hackweek_renderlod_collapse (crafter NRE fix)
6 Months Ago
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
6 Months Ago
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
6 Months Ago
Spooky speakers audio now falls under the voice props volume slider
6 Months Ago
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
6 Months Ago
Fixed oven loot panels not working (incorrect compiler define) Safety check for EmissionToggle renderer collapses
6 Months Ago
Gesture collection is now a BaseScriptableObjet, doesn't need to be referenced by the BasePlayer
6 Months Ago
Merge from hackweek_renderlod_collapse
6 Months Ago
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
6 Months Ago
Don't collapse renderers if they are part of a LightGroupAtTime
6 Months Ago
Example arctic hazmat setup (will need to be fixed before merging to main)
6 Months Ago
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)
6 Months Ago
Merge from map_perf_improvements2
6 Months Ago
Merge from main
6 Months Ago
Fixed map renderers for dungeon cells (only used on xmas dungeons)
6 Months Ago
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)
6 Months Ago
Merge from hackwee_renderlod_collapse
6 Months Ago
Convert harbor approach node error into a warning Fix player not being able to initialise if the boat paths are disabled
6 Months Ago
Merge from main
6 Months Ago
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
6 Months Ago
Fixed skull trophy error
6 Months Ago
Merge from main
6 Months Ago
Removed a log
6 Months Ago
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
6 Months Ago
Ensure collapsed renderers can still register with occlusion culling