143,371 Commits over 4,383 Days - 1.36cph!
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Ensure range transform respects ui scale
Shader uses a grab pass rather than using OnRenderImage (fixes issues like being able to see through water)
- Tick lines now use a fixed pixel size rather than using uvs under the hood
- Main lines now base their pixel size of the lens circles
Fix invisible collider on mortars blocking mounting/restricting movement, Fix first person animations on mortar, override eye position to fix animators moving it back in Update.
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Added a new Animator Override Updater tool to batch update overrides when replacing an animation on the base player animator
Since overrides work by overriding clips (not states) replacing the clip breaks every override that was referencing that clip
This automates the process of hooking them all up
Replaced the stance-idle clips in the Idle/Aiming blend tree with 3p_idle_unarmed and then ran the updater, updated 141 override controllers
Adjusted mortar guidemesh to face the correct way
merge from automated_testing
Auto turret target death and item giving fixes
Skip items that have already been removed in RustTestFixture::KillSpawnedItems
merge from main -> optimize_plant_lod_wind
Fix berry bush seedling being missed by previous optimizations
Roses
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Fix airboat camera always forcing view forwards
Try to improve APC sounds
* Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing
Fixed some oopsies with recent changes that break ents.Iterator
magazine_look_angle_fix -> main
Potatos
- disable motion vectors on all LODs
Corn
- disable motion vectors on all corn prefabs
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
Add `spawnplants` command that will spawn every stage of every plant in a grid
Fix magazine dropping and other world space parent to bone weapon effects from not respecting object angles
merge from automated_testing
Include AutomatedTests prefabs in the bundles
Audio changes for the Salvaged Cleaver rework
Sunflowers
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Same idea for wheat
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
merge from automated_testing
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
More darts improvements
- fix reticle accuracy and use animation curve for smoothness
- improve ui, add focus bar to be able to visual how much focus you have left
- added zoom option for seeing board closer while still maintaining throw distance
- fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double
- add more convars for playtest tweaking
More turret tests fixes, added debug convar to suppress randomness in the tick invokes
Reworked PlayerMountedToVehicle_PlayerTargeted
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Add orchid wind disabled materials
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Apply lower LOD materials to hemp prefabs
Make wind disabled versions of hemp materials
industrial garage door;
- texture updates still wip
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Merge from 3p_spectator_improvements
Viewmode fixes:
- Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person.
- SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode
- Can now switch between all viewmodes during demo playback
- Fix SpectatorMode.Update not being called in third person during demo playback
Industrial Storage - texture update
Make lower LOD material variants of the berry plants with wind disabled
updated 3p c4 holdtype run/jog clips so they play correctly
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)