10,950 Commits over 1,950 Days - 0.23cph!
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)
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)