125,582 Commits over 4,171 Days - 1.25cph!
let drones be picked up without hammer again
converted bed diffuse and metallness to albedo and specular workflow
updated bed import defaults to point to Bed Spec material
retained old material/texture setup just incase we revert
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
Add ghostship B/C/D variants
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself
- fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
Refactored obstacle avoidance logic into its own file
merge ghostship_timeouts to naval_update
Fix compile error with timeout overrides
Better abstracted targetting, so we can test better
merge dynamic_environment_volumes to naval_update
improvements to hmlmg world model uvs
set import defaults for world model, bullet and ammobox to include materials automatically
Added a clear loadout button to the rust editor window, so we can clear the default loadout
Merge from vram_monitoring
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Solo players now take 1 rad every 30 seconds until they make a friend.
s2p excavator
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Added missing collision to generic structure container. Set dressing security area of supplies barge.
Clean: code cleanup and custom_occlusion_query command
- ran generate code
Tests: compiles in editor
excavator loot suffle
no build volume increased
added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
Make sure wiping also clears the portals
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls
Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future.
Tests: generated and visualized
merge from naval_update/deep_sea
supermarket minor loot suffle
No build increased
s2p
gas station minor loot suffle
No build increased
s2p
Power plant loot location suffle
diesel spawns behind puzzles
switched no buiild to sphere
Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention
s2p
replaced the two doors in the ghost ship loot room for static doors
merge from optimise_laserbeams
implement volumes that stencil out biome fog density in the density map
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
Switch out outer reticle parts to lines, add convar and slider to change width and length
Casino progress / improved elevator shaft / still basic but already functioning
Remove deleted file from VPC script
Lightmaps & Flowmaps for Water shader (Expensive water only)
Also fixes a few other issues:
* Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials
* Do not complain about missing "$refracttexture"
* Minor fixes for 3d skybox render code with swapped arguments (probably no functional change)
Remove mat_remoteshadercompile (does nothing)
CheapWater flowmaps
Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw