110,877 Commits over 3,897 Days - 1.19cph!
super basic in-editor marching cube setup to make experimenting a bit easier
Merge from qol_scope_zoom_toast -> main
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Updated knight armour 4k textures
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
Fix scientist corpse prefab ID not being updated after folder move
replaced greybox volumes with the wip floor kit in ruins
ice sculpture sound import settings
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
Adjust shield holstered positions
Removed some placeholder anims
Disable write defaults on shield idle
Fixed car shredder in the junkyard using a borked shadow proxy.
Junkyard S2P
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
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Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/
(MeshLOD removal.)
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility.
Probably wasn't even worth the CPU overhead anyway.
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
updated battering ram anim, new states in animator, more build up in attack anim
Make scientists reposition when they realize they are flanked
Update: borked linux ServerProfiler.Core
It gets loaded, but fails to find an entry point, so it just falls over. I'll continue tomorrow.
Tests: built a standalone linux server and tried launching in via WSL - my profiler script throws an exception
Fix covers not facing the right way when converted from a prefab local space to world space
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
merge from xmas2024
109423 (Pre xmas lighting change)
Fixed ServerGib editor NRE
Better error message when RustTextFixture.SpawnEntity failed
Fixed FindPrefabPathsByLabel NRE
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
Only show zoom toast after they hold ADS down for 3 seconds
Change toast cooldown from 15m -> 5m
Add toast to variable zoom scope
- will prompt you on hotkeys to zoom up and down
- will stop showing once you click the button 5x
Battering ram audio minor change
merge from fix_telephone_grid -> main
Fix telephone using the numbered grid instead of letter grid
Update: ServerProfiler.Core separates platform specific code
Required for Linux support - still figuring out how to organize msbuild projects
Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors