10,948 Commits over 1,950 Days - 0.23cph!
Merge from sprint_seed_fill
Fixed several isseus preventing the seed flood fill working in dedicated client mode
Subtract
98066 (trying to fix broken build)
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
thumb_up
33
thumb_down
131
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
thumb_up
18
thumb_down
83
Merge from sprint_seed_fill
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds
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
thumb_up
12
thumb_down
55
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
thumb_up
25
thumb_down
94
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
thumb_up
33
thumb_down
131
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
thumb_up
39
thumb_down
56
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)
thumb_up
36
thumb_down
64
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
thumb_up
26
thumb_down
59
▅▅▇ ▇▋▊▋▇ ▍▋▅█▅▉▊▊ ▆▉▉▊ ▄▊▇▅█▆▊ ▅▅▌▋▊▍▇▇ ▇▊▍▄▋, ▍▌█▇█▉▅▌ ▌▇▇▋▆ ▊▌▉▌ ▆▍▉▍▊ ▅▄▍█▉▋▆▆▄▇▉▋ ▊▆ ▆▍ ▋▌▄▌▆▌▉ ▄█ ▆▉ ▋█▇▍█ ▌▇▋▇ ▇▍▄█ ▊▉▇▍▅█▄▉▆▍▉▄ ▉▅▇ ▇▉▍▄ ▆▆█▋▊▇▅ (▍▆▉ ▍▉▋▌▉▅▊█ ▉▍▍▆ ▍▉▉▌▍ ▌▋▄▇▋█▍▋▆▆▋)
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