13,190 Commits over 2,407 Days - 0.23cph!
Include some needed scriptable objects
Strip out deep sea, cargo ship and other expensive vehicles
Show a loading screen while the tutorial server is booting
Fixed cook mission stage not working
Fixed respawn stage not working
Merge from hackweek_local_tutorial/mesh_strip
Functional server bundles build process, allows us to get about 1/3 of the way through the tutorial with no show stoppers
Merge from hackweek_server_mesh_cull, testing out whether this can help
More asset scene work, still not quite working
Don't allow the server to save when running in local server mode
Don't allow more than one player to connect
Don't allow connections from other IP addresses (in case the default server port is open on the network)
Don't load monument bundles or asset scenes when running a local server
Add a list of allowed files, don't let the asset scene system load them (not quite working yet)
Tutorial island successfuly runs as a scene in a dedicated build
Fixed a bunch of serialization mismatch fields in BoatBuildingStation, BoatAI, BoatBuildingBlock and PlayerBoat
Was preventing local builds
Setup tutorial island scene as a playable scene
Ripped out a massive amount of tutorial code for handling the spawning around the world edge
Fix compile errors in Server mode
Fixed server shutting down when player tried to connect
Better line reading of logs
Read the log file instead and run the server in the shell
Properly route stdout to the rust client
Watch for server ready message, connect player once server has booted
First steps for a local tutorial
Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
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Better fix, match the old capsule entirely with an OBB
If anything this will allow sprinklers to hit more planters slightly
Adjust sprinkler splash bounds box to more closely match last months behaviour
Should fix sprinklers on walls
Fixed redirect skins not working with Industrial filter optimisations
Added a test to cover this case
Fixed possible NRE when looking at an object thrown into a small ramp
Improve handling of BaseOven at extremely low frame rates
Still apply delta in increments of UpdateTime, but allow for multiple increments to be processed each tick to speed up the backlog
Very minor HasAttachedStorageAdaptor optimisation, seemed to save maybe 0.01ms sometimes
Merge from main
Conflicts auto resolved on: Rowboat.prefab, Cannon.deployed.prefab, paintballgun.entitiy.prefab, HeldEntity.cs, HeldEntity.Client.cs, PlayerModel.cs
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Possible fix for ovens producing slightly different amounts of resources compared to last month
Always pass an exact 0.5s delta time into the Cook method, deduct that from the timer to match so the tick will happen slightly faster
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1)
Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim
Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim
Fixes double fire anim
Mark torcholder active pfx LOD as dynamic
Added a test to detect redirect items referencing themselves as IsRedirectOf
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Also fixed the jerry can guitar
Fixed acoustic guitar deploy model
Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Only play the cassette recorder attack anim when playing, not stopping
Swap record and play overrides in the hold type
Updated hold position of tuba, got zeroed out for some reason
Updated holdtype.xylophone
Updated mallet hand positions on xylophone
xylophone.deployed.static is now a prefab variant of the original
Remove some sockets from the static verison
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Right foot instrument IK controller now uses the rotation of the target transform (no animation)
Added a left foot IK target field, won't react to any instrument activity, just a static position
Prevent look rotation is zero errors from vines (in theory, no repro)
Added equivalent inspector support for MeshCull
Show debug info about current LOD quality level and whether the LOD component is considered small