139,226 Commits over 4,474 Days - 1.30cph!
fix water pipes sounds not playing
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
Rebuild localization phrases
Upped density of power plant chimney smoke
LOD/fake render setup for new stuff
Fix bad merge for vine tree fix
Fusebox indicators & related files.
Lighting prefab update.
merge from PlayerMaintainedMonuments
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Further tightened anchor setup of cliff_hills_large_b
Debug rendering for directions
Rotate impact effect to match satellite travel direction
Tightened anchor setup for cliff_hills_large_c
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Add terrain raycast checks, default off, behind a convar.
Merge from satellite_crash
Fixed a bug in satellite.launch
merge from satellite_crash
Satellite.launch now includes trhe usual debug rendering for target location.
Merge: from fix_app_turretcontrol
- Bugfix for frozen turret view in Rust+ app
Tests: controlled turret in Rust+ app
Bugfix: feed controlled entities transformation matrices to Rust+ camera instead of transforms
AutoTurret has a virtualized hierarchy, so the eye transform was never moved, and the camera rendered same view angles
Tests: used Rust+ app to control the turret
removed old wrong sculpting tooltip
Grow buffer when hole counts reach limits
Fix editor only issue of depth prepass not running when returning from playmode
Merge from satellite_crash
Merge from satellite_crash
Reskinned the garage door
Fix following while grazing not working
Enforce an exposed time limit on milk (temp until it gets hooked into stats)
Animals now run away when hurt
Added a button the skeletonProperties inspector to set all bones to a given value
Set up cow skeletons for hitboxes, still not quite working
Fixed the eating animation not looping properly
Grazing now gets set to false 3s before we leave the state so the animation can fade out
Add support for marking a respawn option as a favourite
WIll ensure it is always at the left of the list of bags
Merge from occlusion_culling_nre_fix_2
Another attempt at fixing the OcclusionCulling precull
One attempt at a proper fix, make sure the visibilityChanged arrays are populated
Also harden ProcessCallbacks to prevent exceptions