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13,905 Commits over 2,527 Days - 0.23cph!

2 Years 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
2 Years 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
2 Years 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)
2 Years 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
2 Years Ago
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2 Years 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)
2 Years Ago
Merge from hackweek_renderlod_collapse (crafter NRE fix)
2 Years Ago
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
2 Years 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
2 Years Ago
Spooky speakers audio now falls under the voice props volume slider
2 Years Ago
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
2 Years Ago
Fixed oven loot panels not working (incorrect compiler define) Safety check for EmissionToggle renderer collapses
2 Years Ago
Gesture collection is now a BaseScriptableObjet, doesn't need to be referenced by the BasePlayer
2 Years Ago
Merge from hackweek_renderlod_collapse
2 Years Ago
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
2 Years Ago
Don't collapse renderers if they are part of a LightGroupAtTime
2 Years Ago
Example arctic hazmat setup (will need to be fixed before merging to main)
2 Years 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)
2 Years Ago
Merge from main
2 Years Ago
Fixed map renderers for dungeon cells (only used on xmas dungeons)
2 Years 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)
2 Years Ago
Convert harbor approach node error into a warning Fix player not being able to initialise if the boat paths are disabled
2 Years Ago
Merge from main
2 Years Ago
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
2 Years Ago
Fixed skull trophy error
2 Years Ago
Merge from main
2 Years Ago
Removed a log
2 Years 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
2 Years Ago
Ensure collapsed renderers can still register with occlusion culling
2 Years Ago
Server compile fix
2 Years Ago
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
2 Years Ago
Better socket deploy guide rotation
2 Years Ago
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
2 Years Ago
Merge from main
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
Unsaved (thanks unity)
2 Years Ago
Rename
2 Years Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
2 Years Ago
Compile fix
2 Years Ago
Merge from hackweek_renderlod_collapse
2 Years Ago
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
2 Years Ago
Merge from main
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Fixed trainyard as well
2 Years Ago
Fixed missing launch site HLOD generation
2 Years Ago
Merge from main
2 Years Ago
Auto run and toggle crouch will now hold their state when the player opens the chat
2 Years Ago
Fix some missing deploy guides