136,206 Commits over 4,444 Days - 1.28cph!
Merge from render_scale/color_grading
Color grading now interpolates a lot better.
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
Added a doorway condition piece for tubes between modules
Added dungeon and environment / water volumes to the modules
Basic UVs for scale
BaseNavigator.SetDestination respects nav_disable
Added aggression timer event, cooldown state, animal design update to include cooldown state and chase less.
Adding greybox models and prefabs for underwater labs procedural modules and conditionals
Pre-placed sockets for condtional meshes and links between modules
Exposed TGA and EXR image type options
Image sequence export now respects resolution setting
Added support for exporting image sequences (in png) instead of a video file
Properly dispose the open demo when exiting play mode (editor only)
Fix for the quick blip of dive/climb sound when engine starts
Lock the framerate when exporting so that the exported video is at the desired frame rate (30/60/etc) regardless of performance
Submarine audio code improvement. Add dive/climb audio loop.
Added export button
Beginning an export will now roll back to the start of the demo or the start of a shot
Fixed projectile errors when pausing a demo with gunfire
Pitch adjustment for prop speed changes
Fix some issues with engine start attempts on several vehicles
Initial submarine audio system setup
Removed unused engineStartFailSound parameter on WorkCart
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wolf model update -
Fixed seams
Fixed skinning issues on lods causing popping
GetFuelFraction now works
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
Merge VehicleExplosionForces->Submarine
Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
Disable explosion forces on the NPC CH47, the AI seems to hate it
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
Subs move a bit when damaged with explosives (like modular cars do)
Improve mugshot camera orientation a bit
Exclude some more mountable parameters from the BaseVehicle inspector
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
Landing effects can show when mounting something from the water due to the following scenario:
- Player is moved to the new mounted position via a ForcePositionTo RPC from the server.
- ClientInput sees that they're now grounded and changes IsGrounded to true.
- FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect().
- Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect.
ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before.
I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
Speed up writing to sv.files.db