141,399 Commits over 4,383 Days - 1.34cph!
fixed all mismatched serialized properties
- almost all should've been C# properties as we don't actually serialize any data for them
- some needed moving out of ifdef scope and wrapping with warning disable
Initial Mortar Ammo crafting pass
Workbench Level 2
Stack size 3 > 10
HE
3 per craft
300 gp
1 Metal Pipe
Fragmentation
3 per craft
150 gp
1 Metal Pipe
field dump ignores struct types that aren't serializable (false-positive)
Initial Mortar crafting pass
Workbench Level 2
20 HQM
3 Metal pipes
Researchable for 60 scrap
Updated the EmissionToggle script to set the emission color as a Color on the MPB rather than a Vector to fix an issue with emission intensity
exported updated 3p ak47 and rock run anims
merge rust_relay_server -> main
merge main -> rust_relay_server
made AttemptRestart a little bit more robust
merge from automated_testing
Moved cooking tests out of if UNITY_EDITOR
Renamed the tests
merge main -> rust_relay_server
ensure sendThread can start up if disabled from start
better property mismatch logging
merge from automated_testing
Excluded some prefabs from BaseCombatEntity tests
Test list
Sprinkler tests cleanup and fixes
added shell fragmentation texture bc variant,
added variant icon
updated fragment mortar prefab linking new icon
moved props layer away from the street
furnished bathrooms in apartments with latest set
▅▇▊▆▊ ▊▉▍▆▇▋▊▇▆▉▊█▉▄▄▍▆▅▍█▊▅▊▅▇▋▉▅▍▅▊▊▌▋ █▄▉▌▆▅ ▊▋▇█ ▋▇▉▇▅█ ▌▆▊▋▄█▍ ▌▌▉▅ ▉█▄▍ ▄▊ ▌▊▍▇ █▌▋ ▌▍▌▆█▄▆ ▆▄█▇█▍ ▄▋▍▅▋ ▄▋▍▄▇▆
▉▄▍▍▆▋ ▅█▄▍ ▄▌▊▋▌▄▄▍▄▊▌▄▍▊▇▄▇▄
▄▋▆▋▋▍▊ ▍▍▉ ▆▅▍▆▅█ ▉▇▍▆▋▌ ▋▆ ▆▇█ █▉▋ ▄▄▇▌█▉▍ ██▆▉▄▋▄▅▌▄▇▆█ ▅▊▍▋▄ ▆▍▄▉█
Don't allow the spraycan to open the reskin menu if the only available skin is the current redirect and the base item is hidden
Reapply AnimatorOverrideUpdater
Create a new 3p_idle_unarmed_pose - a single frame version of 3p_idle_unarmed
Use that on the upper body idle, update all of the overrides accordingly
Subtract
150051 (introduced stepping issues)
▍ ▉█▍▍█▍ ▍█▄▇▍▆▅ ▇▍▍▌▌ ▋▅ ▌▅▌▌▌▄▍ █▉▉▄▋▋▄▇ ▊▋ ▋▍█ ▍█▉▄ ▇▊▆▌▍▊ ▌▍▌ ▆▅█▊▄▅▇ ▍█▍▉▇ ▆█▄▍ ▆▅▅ ▌▆▆▇▉ ▌▉▅▋▄ ▉▌▋ ▄▌▉ ▍▍▄▊▉▊▉█▉ ▄▊▄▆▆ ▌ ▊█▋▅▊▄
Ensure range transform respects ui scale
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water)
- Tick lines now use a fixed pixel size rather than using uvs under the hood
- Main lines now base their pixel size of the lens circles
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
▌▌▆▊▆▅ ▆▍▋▌▍ ▆▅▄▅ ▅▇▅▋▇▇▇▄▋ ▆▍▌▆ ▌▋▇█▇▊▍▅▊ ▊▋▉▌▆▄▍▌ ▄▊ ▅▆▅ ▍▅▊▊▄█▋▉ ▇▇▇▍▅▄
▇ ▉▉█ ▌▇▋█▊▉ ▅▉█ ██▉▍▉ ▊▄ ▆▅▍ █▅▇▄ ▊▉▍▍▅▌▊▊ ▄▌▍▉▄▅▍ █▋▇▅▇ ▅▅ ▍▌▊▍ █▌▆▊▅
▆▇▋▉▄▌ ▍█▅▄ ▆▇▊█▊▄▆▄▉█▋▅▆▄▋▋▉▅█▊█▅▆▉▆▌▉▆
Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator
Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip
This automates the process of hooking them all up
Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Adjusted mortar guidemesh to face the correct way
merge from automated_testing
Auto turret target death and item giving fixes
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
merge from main -> optimize_plant_lod_wind
Fix berry bush seedling being missed by previous optimizations
Roses
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
magazine_look_angle_fix -> main