128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Fix client showing 100 HP when using max hp tea
                
                
                
                
             
         
        
            
            
            
                
                merge from analytics_puzzle_reset -> main
                
                
                
                
             
         
        
            
            
            
                
                some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
                
                
                
                
             
         
        
            
            
            
                
                ▍▌▇▊ ▌▇█/▅▆▋ ▊▋▋▄█▍▋▇█▆ ▄▊▍▅▊ ▅▍▊█▄▊ ▊▊▄█▇▄▊/▌▋▊▇ ▅▅▄▄ ▌▉ ▄▇▉▆▄▍ ▉▆ ▍▅▍'▊ █▋▋▆ ▄▍▄▊▉▅▍▄ ▉▋▉▋█▋▅, ▉▇█▊▅██▊▋▉ ▆▇▍▊ ▅▆▍▉ ▍▄▄/▄▅▄ ▌▇▉▊▆ ▇▋▌ ▅▍▇▆ ▄▅▊. ▋▊▆▇▅▇▌ ▍▇▇█▊ ▆▉▊▅ ▉▅ ▇▋▋▍'▋ ▇▇▋█ ▆▍ ▆▌▆ ▌ ▍▅█-▋▊▄▋▄█▅ ▇▌▋▉▆▉▌▌▅▊ ▇▌▌▌▌, ▄▇▍▉▄▄█▅▋▆ ▇▅▇▌ ▄▊▊▇ ▋█▉ ▉▆▅▋▄█▋▊. █▄▇▊▌▊▊ ▌█▇ ▄▌▋▍▆▍ ▇▉ ▍▄▄▊ ▉▄▇ ▇█▅-▌▌▄ ▊▋▉▇▆▄ ▉█ ▆█▋▆▄▊▉▌▉ ▄▅▇ > ▉█▊. ▊▌█▆▆ ▉▅▉▄ ▉▆█▅ "▅▊▍▍▌▄▋▊▆█ ▉█▌▉▌▄▊▉ ▉▅▄ ▍█▋" ▌▆▍▄▌▋▊▋
                
                
                
                
             
         
        
            
            
            
                
                merge ghostship_npcs to naval_update
                
                
                
                
             
         
        
            
            
            
                
                MountedWeaponSeat is now a generic style of seat that can be used with any attached turret
Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret
Setup interfaces to facilitate the generic seat
Add Check.IsValidWeapon to check if an Item is a valid weapon
                
                
                
                
             
         
        
            
            
            
                
                Setup enemy spawners for all ghost ship variants
                
                
                
                
             
         
        
        
            
            
            
                
                Use list of spawn groups as the "name" of the puzzle being reset
- cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur
- don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
                
                
                
                
             
         
        
            
            
            
                
                Merging /main to /main/fpbuild
                
                
                
                
             
         
        
            
            
            
                
                Added new livestock mesh and textures. created new material for newest livestock.
                
                
                
                
             
         
        
            
            
            
                
                some detection and pushing to stop crewed playerboats from beaching themselves too badly
                
                
                
                
             
         
        
            
            
            
                
                Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
                
                
                
                
             
         
        
            
            
            
                
                Mounted weapon seat and mounted weapon owner system
                
                
                
                
             
         
        
            
            
            
                
                String liights / added fill lights and tweaked string_light_300_a
                
                
                
                
             
         
        
            
            
            
                
                more minor worskhop fixes
- fixed nighttime causing rain??
- fixed color sliders inconsitent behaviour
- fixed hige player button resetting player seed
                
                
                
                
             
         
        
            
            
            
                
                Setup navigation for all ghostship variants
                
                
                
                
             
         
        
            
            
            
                
                Moved static driftwood out of autospawn folder to fix log spam
                
                
                
                
             
         
        
        
            
            
            
                
                ▋▅▆▊▍▉▊ ▊▅▉▇▍▄▌ ▇▇▌▌▉, █▋▉▇▊█▍ ▉▆▇██▄█▆ ▍▌ ▋▅▅▍▇▅▇ █▊▄▊ ▄▌▍ ▋▇▄▆▍ ▅▌▊▅▍▍█▇
                
                
                
                
             
         
        
            
            
            
                
                merge from analytics_puzzle_reset -> main
                
                
                
                
             
         
        
            
            
            
                
                Update: testing code to try to trigger NREs. so far unsuccessful
Need to switch away from the task for a bit, will get back to it later today
Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
                
                
                
                
             
         
        
            
            
            
                
                exported/setup small engine anims with updated rig
                
                
                
                
             
         
        
            
            
            
                
                merge from garagedoor_optims
                
                
                
                
             
         
        
            
            
            
                
                Match LOD settings with skinned mesh
                
                
                
                
             
         
        
            
            
            
                
                smoothing groups from uv islands on garage door blocks unskinned
                
                
                
                
             
         
        
            
            
            
                
                Changing Jenkinsfile step flow to match original Rust Pipelines
                
                
                
                
             
         
        
            
            
            
                
                Closed and open garage door meshes impl
                
                
                
                
             
         
        
            
            
            
                
                prison barge, environment volumes polish
                
                
                
                
             
         
        
            
            
            
                
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                food barge, environment volumes polish
                
                
                
                
             
         
        
            
            
            
                
                Merge from vram_monitoring
                
                
                
                
             
         
        
        
            
            
            
                
                Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
                
                
                
                
             
         
        
            
            
            
                
                medical barge, environment volumes polish
                
                
                
                
             
         
        
            
            
            
                
                supplies barge, simplified environment volumes down to 3
                
                
                
                
             
         
        
        
        
            
            
            
                
                Very initial setup for small engine deployable
                
                
                
                
             
         
        
            
            
            
                
                RPG HV Ammo - Reduced max texture size to 1k
                
                
                
                
             
         
        
            
            
            
                
                Revert change to EditorSettings
                
                
                
                
             
         
        
            
            
            
                
                Adding extra joints to small engine rig
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deployable_cannon
                
                
                
                
             
         
        
            
            
            
                
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                string lights red and green materials
bunch of lighting on barges and docks
                
                
                
                
             
         
        
            
            
            
                
                Add "wait" command support, to help test an unrelated bug. 
Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
                
                
                
                
             
         
        
            
            
            
                
                pt_boat_gun_setup -> naval_update