13,061 Commits over 2,831 Days - 0.19cph!
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group
Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
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Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform
Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera
Reducing this value will make the weapon rotate differently, preventing clipping
Also improved some math in here for an extremely marginal performance gain
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
Fixed incorrect material on Lod2 of part of the powerline platform ramps
Convert some parts of the powerline platform into MeshLOD
Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor)
Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines
Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers
On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Fix travelling vendor incorrect field defines
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
Fixed missing buildings in radtown HLOD
Renamed friendly gesture to Surrender
Added an optional description field to all gestures
Added a warning to the Surrender gesture that it will allow other players to access your inventory (Will require a phrase rebuild for localization)
Adjust boogie board downhill force multiplier so it isn't active while on flat ocean
Fix npc vending machine sales data getting reset on server restart
Make the electric heater growable heat source apply heat based on an animation curve rather than a linear falloff
Curve is weighted to only start dropping heat once the growable or planter is more than 70% of the radius away
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
Better fix to retain IO line improvements - pass init into OnAnimationStarted
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Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
Fix remaining incorrect barrel colours on small oil and S2P
S2P stables_b, fixes search light facing the wrong way
Grey out the set speed option if only non-compatible clips are selected
Created Rust.TimelineTools plugin
Added Set Duration and Set Speed right click options, opens up a window to batch set the speed or duration of clips
Compatible with domain reloads and Undo
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Fixed conflicting LODGroups on hazmat youtooz figurine
Converted both water catchers from LodGroup to MeshLOD and RendererLOD
Updated the LodLevelDisplay component to work with MeshLOD and display correct information when a RendererLOD is collapsed
Merge from renderlod_hlod_fixes
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
Fixed bike spawn points at mining outpost, power substation, supermarket
Fixed several issues that were impacting motorbike spawns in monuments:
-Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes
-Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future
-Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats)
S2P junkyard, water treatment, airfield and trainyard
Speculative NRE fix in MonitorLoopingGesture
Fixed several NRE's when opening the map while in a demo and the player has placed markers
Improve csv exporter to export multiple item data streams at once
Travelling vendor is no longer globally networked
Fix cargo ship spawning extra scientists (have to turn off both variant roots)