12,383 Commits over 2,101 Days - 0.25cph!
Fix torch missing redirect
Remove some logging
Suit item setup, moved current suit assets into standard folder
Use instruments dlc check for unlock (temp, for testing)
Remove duplicated drop mag event
Fixed hide events not specifying full transform path
Added new meshes to LOD group
Fixed incorrect effect folder path
Fixed a mesh light on the tugboat not marked as dynamic
Tuboat doors, 2 on top, one below
Pass the players model state as well as flags when evaluating which bone position data to pick
Added climbing, ducking and swimming
Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll
Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
Fix UI NRE when inserting a redirect skinned inner tube into a research bench
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation
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Match build options for old build process
Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
Clothing r/w changes (all in one commit so I can revert it if needed)
Allow fbx's into server bundles if they have import legacy animation enabled (fixes car lifts not animating on server)
Increase water consumption of sprinklers to better match the water being consumed in liquid containers
Request updated camper positions for the map if a player has a camper in their respawn options every 30-45 seconds (it gets updated every 10s if a player is dead)
Merge from tooltip_cleanup
More layout change (what if we just.... didn't have a layout component)
Disable pooling on tooltips (not sure if it's the issue, but makes sense to rule it out)
Lower scale of non clustered sleeping bags on the map when the player is alive (0.7 to 0.55)
Updated waypoint map marker sprite to be properly centred
Move team member map markers to render above sleeping bags
Use RustLayout on Tooltips, possibly fixes some strange tooltip layout issues some playing are seeing
Properly fixed non readable meshes being added to server bundles without reserializing assets
Added Facepunch.BundleBrowser, a tool that loads the contents of two asset bundles for inspection and includes a diff tool to compare what assets have been added and removed between two bundles
Fix disabling team leader markers not properly disabling the makers on the compass
Merge from camper_respawn_option_fix
Subtract
82913, was going to be a problematic merge with SleepingBagButton changes on main
Fixed cluster respawn markers not correctly showing occupied states while the player is alive
Fixed respawn buttons still sending a request to respawn on click even if they were clicked while the player is alive (it was ignored on the server, but no need to send the traffic)
Exposed Movement Damp Multiplier on the player model prefab, lower = more snappy
Only applies when the player isn't underwater, we have separate damping for that case
Bear animation controller changes, new transitions from idle clips to breathe, remove exit time from walk and breathe anims
Add ForceDetailColour component for quick container skin colour changes
More server provided emoji checks
Don't show autocomplete if block emoji convar is set to true
Fixed blockEmojiAnimations not working after recent refactors
Merge from hackweek-chat-emoji