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Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst
Tests: none, trivial changes
merge from clan_table_box
Adjusted prevent building volumes to allow box deployment under the clan table
Added foliage displacement
Adding a sewage tank that is in working condition inside WTP
tweaked terrain and surroundings
WTP S2P
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea
Tests: WaterLevel unit tests pass
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state
Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
Basic implementation of softcore 'raiding windows'
This prevents raiding outside of predefined server hours.
- Prevent building block damage outside the window (by projectile or explosive)
- Freshly placed tool cupboard (up to an hour) can be raided even outside the window
- Melee damage is still allowed
- Twig is always breakable
- Can't fire MLRS outside the window
- Per server convars for control (ability to also customize weekend hours)
- Setup to a open/close noise when the window opens or closes
Recalculate bounds on the champagne firework `MortarChampagne`
Planter bench colliders
Scene2prefab
Recalculated bounds on medium battery
Recalculated bounds on water barrel
More map anim/behaviour tweaks
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario
- consistency tests pass
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
Updating poker bandana skinning
merge from optim_bonerenderer
Add mesh.list_skinned to dump a csv of all active skinned meshes
gas station interior changes
adding separate car lift
removing garage door
gas station S2P
Removed duplicate LOD material
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
Satelite targeting movement improvements and tweaks.
Expose an anim curve for movement.
Double duration.
Set free fuel back to true in editor.
Port viewmodel motion vector pass to RRP
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created
- Added the newly create global settings asset that was generated
- Updated the graphics settings to contain the new global settings for RRP
Replaced placeholder kiosk posters, added subtle normals and roughness, added padding
Update: TerrainHeightMap.GetQueryStructure now takes in a flag for deep sea data
- got rid of bespoke height and normal sampling from HeightMapQueryStructure
- bugfix: buoyancy - WaterSystemBurst.GetHeightArray_Burst now samples relevant heightfields instead of assuming deepsea heightfield is a single const
Last duplicate is gone, yay. Can finally look at fixing WaterLevel.GetWaterLevel and other spots
Tests: booted into craggy, generated deepsea and teleported to it - swam around, went to the islands, went to scientist tugboats
merge from batteringram_wheels_fix
merge from wallpaper_fixes2
Fixed menu item modal arrow buttons not working (missing UnityEvent attribute)
Inventory idle animation updates
pool table lods and materials
prefab setup for RE-implementation
setup colliders
Added a toggle for shadow caching in the experimental settings
Fixed WallpaperPlanner.CLIENT_ChangeSkin NRE
Fixed needing cloth in your inventory to reskin wallpapers (reskin is free)
Apartments complex scene2prefab
Fixed battering ram middle wheels rotating backwards
merge from localizebindtoken_error_fix
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
Fixed InputSystem.Keyboard.get_Item error
merge from silencer_loot_fix