115,324 Commits over 3,959 Days - 1.21cph!
ServerInit.
Nicer placement.
Prefab and settings tweaks
Pick a random area for each item.
Areas can now be offset.
Random offset per item.
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
Move more stuff to DoPrepare.
Some inital runtime stuff.
bunkbed
added fbx, prefab and setup deployable object
Added TestListExporter, exporting all tests to a json file
Refactored test runner to read from the master json list
Added new commands: run tests from a json file, run all tests from a category
Better test result logging in the console
Fixed sync tests not throwing caught exceptions
Door controller, blocker, branch, AND switch, OR switch tests cleanup
Some hackweek as fuck wip code/tests
Fixed RidableHorse2.VehicleFixedUpdate server NRE
Bunch of WorldModel DoPrepare precalculations including largest dimension and collision based bounds.
Functions for aligning an object based on largest and 2nd largest dimensions.
Can now determine all items in the most "sensible" orientation: largest dimension sideways then 2nd largest upwards.
Bunch of supporting code.
Test functions to spawn all items with world models in a scene.
Debug rendering of bounds and directions.
merge from entity_scale -> hackweek_modding_improvements
Add support for the server to tell the client what scale to set an entity
- pooling already reset scale when entities return to the pool
Faster and cleaner AND switch tests
Floor netting item setup
gameplay proof of concept
Door controller server tests
Fixed some old failing tests
New test utils, code cleanup
Show send message option if one of your Discord friends who you don't have on Steam sends a game message too
Add a send message option in the chat message context menu
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3)
- Increase a Nucleus's XP when honeycomb is created
- Swapped Nucleus to use ItemMod
- Created Nucleus Information Panel
- Display Raw Nucleus XP if it has any
- Comments added to Tree Entity changes
- Lootpanel added to GameUI
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Some basic handling for full containers, this will need more work
Hopper now harvests everything from corpses
WIll take all items from a ResourceDispenser (animals and players)
Will take all items from any inventories (players)
Abstract hopper behaviour into new IHopperTarget interface
Implement in BaseCorpse
Misc prefab setup, guide meshes, icon
Fixed door controller side inputs adding active usage to batteries
When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input
Fixed the exact same bug with industrial conveyors
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Reserialized tech trees to fix "total cost" not working
Toggled 'import animation' on RustPlayer.fbx
Fixed Ragdoll (now prefab instance of RustPlayer.fbx like the playermodel)
Tweaked static ballista deploy volumes and dismount pos
Color corrected all trumpet trees
Reexported trumpet trees with AO (AO got deleted by mistake)
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
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Static ballista mount/dismount sounds