123,979 Commits over 4,171 Days - 1.24cph!
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Merge from blueprint_unlock_fix
Fix for workbench tech tree appearing fully unlocked, woops
Fix steering and gas pedal hallucinations
Start to fix turrets placed outside of a base turning off turrets inside a base
- cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference
- rewrite the interference system, getting rid of all the queues
- system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference
- when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself
- when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on
Now the complex part: which overloaded turret should be turned on first
- tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on
- instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
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Nature dressing.
Tree tweaks.
merge from drone_storage_slot
merge dynamic_environment_volumes to naval_update
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
corrected inherited velocity used to throw projectiles, may want to dampen this still
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
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drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
Allow full stop in seek state
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
merge from climate -> deep_sea
fix HUD Vitals sorting layer overriding prefab value
Use 2D Distance instead
Compile fix
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
Refactoring gun displays to use nested prefabs
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
properly centered drone action prompt label on computerscreen ui
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
tropical palm server files
Fixes to get choice of mission rewards working properly
If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
Re-apply part of merge manually
Setting up server palm trees entities.
merge from deep_sea -> deep_sea/climate
merge from demoshot_ui_fix
Fixed demo shot list UI text issues
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Revert accidentally touched file
Crosshair codes were getting too long with the new options -> rewrite it to use bit packing - tightly pack all options into 6 bytes before b64 encoding instead of using a string
A short "RUST-AlDFQ-yED" can now hold all information of the now 9 crosshair parameters
- Set default values to be as close to the looks of the previous crosshair as possible
- Cleanup