115,077 Commits over 3,959 Days - 1.21cph!
Fixed being able to clear pings that are created by tutorial stages
More help videos/images
Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
Merge Main -> Experimental
A couple of very minor edits to buoyancy.cs
Make certain that we never shore drift RHIB on cargo ship
Don't do world edge repel on kinematic rigidbodies
Merge Main -> Experimental
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
Serialize island timeout.
Protobuf gen.
WIP island timeouts.
Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled.
Reduce this time to 5 minutes if we're low on available islands.
Added an island tick.
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
Updated entrance prefab with dressing and lights
Fixed some mesh errors
Don't allow the tech tree to be opened and make the button not interactable.
Don't allow contacts window to be opened if in the tutorial.
Hide UI button for contacts if in the tutorial.
Train tunnel entrance mesh progress
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
Removed global.vehicleDismountHoldTime convar
Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime
Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles
Not every vehicle fit perfectly into a category, some notable decisions:
-Workcarts, trains, sleds and snowmobiles are considered ground vehicles
-Parachutes and ziplines are considered flying vehicles
-Submarines, boogie boards and inner tubes are considered aqautic
-A computer station is considered a flying vehicle if a drone is currently being controlled
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
Show the button that opens the crafting menu next to any crafting objectives
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
Re-enabled Homing Launcher ADS
Add some conversation text to explain the optional supplies box
Merge Main -> HomingMissileLauncher
Merge Main -> Experimental
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
Merge Main -> Experimental
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
No point having a maxDistance param on IsVisibleAndCanSee, with the way it casts both ways
Admin tools now also allow disabling the Performance Text UI
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap)
Convar is ignored on the death and marketplace screens
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at
Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case
Mark auth as dirty when players are removed from auth or come into trigger range while unauthed
Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
WIP vertex paint for wind shader
Dracula cape lods
Dracula cape no longer hides hair
Material adjustments
Final torchholder enabled state.
Blue bottomed atlas variant.
Updated skinning
Proper burstcloth bone names
Torch flame & related files.
Sorted duplicate ember files from a prior messy merge.
Major clean up in preparation for integration of accumulation-based DoF and AA
Added ConVar.UI.showBeltBarBinds, defaults to false.
Starting the tutorial defaults it to true.
Display actual keybind buttons bound for belt bar slots instead of just 1-6.
Added Input.OnKeybindChanged event, called whenever a bind is changed.
Belt buttons listen to keybind change event and update as required.
Show keybind text for belt bar buttons
Added OnTutorialEnded RPC to player, ready to be called in the future.
Clear local time override when tutorial ends/aborts for player.
Merge from island_spawning