258,353 Commits over 4,018 Days - 2.68cph!
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)
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
Updated and Imporved Bee Grenade Textures
Replace Time.Now usage with GameManager.TimeSinceStartup
Stashed because this doesn't work, it's a GameObjectSystem and you can't sync stuff - Needs more thought whether or not this is a good direction or not
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
Doubled footstep volume as a first step, let's see how that sounds next test
Take a pass at pickups, increased collider sizes across the board
We don't care about spectating old corpses once we respawn
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Reduced range for item_respawn snd
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
Fix trending now showing some games
Fix selecting new sort modes in old find api
default config updates, slight clean up
Remove unsused bind
Fix NRE when doing menu_reload
New map and game sort orders
Shotgun tweaks: Reduced pellets (12 -> 4), Alt attack (12 -> 8), Damage (12 -> 25), Base spread (12,8 -> 8,4)
Resetstate now clears all player modifiers
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Crowbars don't pass hitboxes (so no headshot damage multiplier)
Damage reduction if spamming with the crowbar
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Don't try to do killfeed on dedicated server
Discard ThrowProjectile if the player's already dead
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
Add m700 sight to its viewmodel
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
Movement roll is disabled if view bobbing setting is false
merge from client_copy_paste -> main
(update manifest)
merge from crafting_update
Server/Lobby Data, Hostname / ServerName Changes, etc (#1827)
Exposes:
* Networking.ServerName
* Networking.MapName
* Networking.SetData
* Networking.GetData