192,547 Commits over 4,049 Days - 1.98cph!
merge from windmill_height_fix
Bugfix: CollectionUtil.SortInplace now correctly sorts
- Also renamed these utils as previous names were confusing
Tests: ran the old + new unit tests - all pass
Update: Adding unit tests for CollectionUtil
Discovered that my SortInplace is borked, so I'll fix it in the next update.
Tests: ran the new unit tests
Prefab cleanup, minor optims and stripping client stuff from server
Various cleanups and fixes:
- Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code.
- Remove FastDebugLine from always included shaders, utilising shader variant stripping.
- Add material(s) to ensure line shader is included in builds.
- Work around Unity quirk: Can't set shader commands from material property blocks.
- Add a define to avoid matrix packing for easily confused GPU drivers.
- Clean up shader properties and exposed the actual distance for distance fade.
- Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
merge from cookingv2 -> crafting_update
Fix modifiers being set to zero instead of fully removed
- fixes yield bonus going to zero once digestion effect expired
Imported Bee Grenade World Model
Updated Bee Grenade View Model
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
Updated and Imporved Bee Grenade Textures
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
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Windmills now calculate their relative height once when deployed
Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer
Fixes windmills placed on cliffs having incorrect height values
default config updates, slight clean up
Resetstate now clears all player modifiers
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Fix plant pots gibbing when harvesting plants.
bee grenade viewmodel
- setup final model from Alfie
- repostioned for best view
- added additive grip pose and fingers mask to remove clipping
Water depth gauge art and prefabs for measuring the depth of my tears.
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake
- convars to clear and setup all TriggerBase excludelayers for profiling purposes
merge from client_copy_paste -> main
(update manifest)
merge from crafting_update
merge from client_copy_paste -> main
merge from crafting_update
Special formatting for horse gallop speed mod
Reduced plant pot water saturation from 9000 to 1000
Eeating wheat now gives wheat seeds instead of corn seeds.
Remove accidental blueprint component from pies
Update: consolidate various scatter code used in batched WaterLevel and GamePhysics checks
Will cover them with tests just to be extra safe.
Tests: ran WaterLevel and GamePhysics unit tests
env volumes tweak, darker
S2P
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
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Ziggurat_a monument prep
Terrain splats repaint to allow fade out
Created env volumes for interior
Basic lighting indoor
Cleared volumes and lights from greybox stage
Fix compile errors due to CLIENT and SERVER