106,528 Commits over 3,836 Days - 1.16cph!
Updated normal map for quarry deployable LOD4
Improved ring road path interest point handling
Updated the diesel engine files
merge from rustplus_changes
Stop sending crate and explosion map markers to Rust+
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31
merge from nuclear_missile_silo
Only allow viewing cameras from Rust+ when not connected to the server
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38
Randomize entity IDs and order in Rust+ CCTV data stream
progress
EventScheduleWipeOffset baseline
Created a new wooden crate prefab variant in a military green colour
Replaced the unlootable metal crates with the new wooden creates to avoid confusing players
Replaced the open electric box prop with a different mesh because people thought it was interactable
Created a new non-biome tinted material for the rocks inside the warhead room as they were looking off in certain biomes
Moved the coffee table inside the admin office because it was blocking the path
Tweaked LOD distances on the warhead room mesh because its last LOD was set to the same value as its culling distance
Scene2prefab
Add wipe laptop to CraggyIsland monument example for easier testing
useable br_sphere prefab for Twitch rivals
Download and cache videos in temp folder before popping up the video player
Updated quarry deployable prefab
Make the video player dialog close if the video doesn't start playing (within 5 sec right now, can bump it up on the prefab if needed)
Fixed z-fighting decals in the tunnel near the exit
Fixed some floating props
Made one of the decor boxes slightly smaller in one of the control rooms as it was blocking player movement when the door was open
Moved a decor box near the exit as it was floating off the ground
Tweaked wooden shelf position in onne of the exterior buildings as it was clipping through the door when it was opened
Scene2prefab
Added a game tip to explain how to ping if the player is currently able to ping
Only show the compass pulse if a ping is less than 1s old
If the path is a ring road, don't include both ends as nodes in the possible pathing list. When two path points are in the exact same spot, the Bradley pathing code gets confused and starts propagating NaN through everything, breaking pathing behaviour.
Turn off DDraw lines by default
If a spherecast hits a collider inside the initial radius of the spherecast, it says the hit point is at the world origin, which is far from ideal. For Bradley obstacle avoidance, if the hit point is zero, replace it with hit.collider.ClosestPointOnBounds( obstacleRay.origin );
Add an indicator to the side of the compass when a team member places a ping outside of your current view
NMS menu background video
Fixed issues with trace hits at the ray origin
Fixed inverted turnLeft calculation
Can now ping while holding the binoculars, no need to zoom in
Minor Bradley obstacle avoidance tweaks
General Bradley obstacle avoidance improvements
Pings now fade out when they run out of time
Testing using two rays for Bradley obstacle avoidance. In the end, not really an improvement.
Improved how Bradley reverses out of being stuck on an obstacle
Increased length of text on map markers on the compass to 4 characters
Added LOD4 to the quarry deployable